Aetheria/Assets/Scripts/UI/ConfirmationDialog.cs
Reinier Vens 62d4221958 Hypothermia & UI Fixes
Implemented hypothermia death, with associated postprocessing and HUD UI
Fixed heatstroke and hypothermia not triggering death events
Fixed target inventory dropdown not working in trade menu
Added ability to rename ship
Added player death on cockpit destruction
Fixed confirmation dialog not using onconfirm callback
Fixed faulty double click in inventory panel
Fading out heat texture when ship has uniform temperature
Fixed inventory panel displaying incorrect default when no cargo bay equipped
Fixed incorrect state for console and weapon effect managers when restarting from in-game menu
Fixed save/reload when ship is docked at a station
2021-04-10 01:47:16 +01:00

75 lines
2.1 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class ConfirmationDialog : PropertiesPanel
{
public ClickCatcher CancelClickCatcher;
public GameObject ButtonGroup;
public Button Cancel;
public Button Confirm;
public TextMeshProUGUI ConfirmText;
public TextMeshProUGUI CancelText;
public bool LockDialog { get; set; }
private Action _onCancel;
private Action _onConfirm;
private void Start()
{
Cancel.onClick.AddListener(() => End());
Confirm.onClick.AddListener(() => End(true));
if (CancelClickCatcher != null)
CancelClickCatcher.OnClick += data =>
{
if (LockDialog) return;
End();
};
OnPropertyAdded += go =>
{
go.SetActive(true);
go.transform.SetSiblingIndex(Title.transform.GetSiblingIndex() + 1);
};
gameObject.SetActive(false);
}
public void End(bool success = false)
{
if(success) _onConfirm?.Invoke();
else _onCancel?.Invoke();
CancelClickCatcher?.gameObject.SetActive(false);
gameObject.SetActive(false);
}
public void MoveToCursor()
{
transform.position = Mouse.current.position.ReadValue();
}
public void Show(Action onConfirm = null, Action onCancel = null, string confirmText = "OK", string cancelText = "Cancel")
{
gameObject.SetActive(true);
_onConfirm = onConfirm;
Confirm.gameObject.SetActive(onConfirm!=null);
ConfirmText.text = confirmText;
_onCancel = onCancel;
Cancel.gameObject.SetActive(onCancel!=null);
CancelText.text = cancelText;
ButtonGroup.SetActive(onConfirm!=null || onCancel!=null);
CancelClickCatcher?.gameObject.SetActive(true);
}
}