Aetheria/Assets/Scripts/UI/ReadOnlyPropertiesPanel.cs
hyperion51 87ebb18c0b Input/Output Properties Panel
Added methods for properties that allow reading and writing
2020-05-31 23:13:01 +01:00

170 lines
6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using TMPro;
using UnityEngine;
public class ReadOnlyPropertiesPanel : MonoBehaviour
{
public TextMeshProUGUI Title;
public RectTransform SectionPrefab;
public PropertiesList ListPrefab;
public PropertyLabel PropertyPrefab;
public AttributeProperty AttributePrefab;
public InputField InputField;
public RangedFloatField RangedFloatField;
public EnumField EnumField;
public BoolField BoolField;
public bool ChildRadioSelection;
protected List<GameObject> Properties = new List<GameObject>();
protected List<FlatFlatButton> Buttons = new List<FlatFlatButton>();
protected FlatFlatButton SelectedChild;
protected event Action RefreshPropertyValues;
public void Clear()
{
foreach(var property in Properties)
Destroy(property);
Properties.Clear();
Buttons.Clear();
SelectedChild = null;
}
public PropertyLabel AddProperty(string name, Func<string> value = null, Action onClick = null)
{
var property = Instantiate(PropertyPrefab, transform);
property.Name.text = name;
property.Value.text = value?.Invoke() ?? "";
property.ValueFunction = value;
if (ChildRadioSelection)
{
Buttons.Add(property.Button);
property.Button.OnClick += () =>
{
if (SelectedChild != null)
SelectedChild.CurrentState = FlatButtonState.Unselected;
SelectedChild = property.Button;
SelectedChild.CurrentState = FlatButtonState.Selected;
onClick?.Invoke();
};
}
else if(onClick!=null) property.Button.OnClick += onClick;
Properties.Add(property.gameObject);
return property;
}
public RectTransform AddSection(string name)
{
var section = Instantiate(SectionPrefab, transform);
section.GetComponentInChildren<TextMeshProUGUI>().text = name;
Properties.Add(section.gameObject);
return section;
}
public PropertiesList AddList(string name) //, IEnumerable<(string, Func<string>)> elements)
{
var list = Instantiate(ListPrefab, transform);
list.Title.text = name;
// foreach (var element in elements)
// {
// var item = Instantiate(PropertyPrefab, list);
// item.Name.text = element.Item1;
// item.Value.text = element.Item2();
// item.ValueFunction = element.Item2;
// Properties.Add(item.gameObject);
// }
Properties.Add(list.gameObject);
return list;
}
public AttributeProperty AddAttribute(PersonalityAttribute attribute, float value)
{
var attributeInstance = Instantiate(AttributePrefab, transform);
attributeInstance.Slider.value = value;
attributeInstance.Title.text = attribute.Name;
attributeInstance.HighLabel.text = attribute.HighName;
attributeInstance.LowLabel.text = attribute.LowName;
return attributeInstance;
}
public void AddProperty(string name, Func<string> read, Action<string> write)
{
var field = Instantiate(InputField, transform);
field.Label.text = name;
field.Field.contentType = TMP_InputField.ContentType.Standard;
field.Field.onValueChanged.AddListener(val => write(val));
RefreshPropertyValues += () => field.Field.text = read();
Properties.Add(field.gameObject);
}
public void AddProperty(string name, Func<float> read, Action<float> write)
{
var field = Instantiate(InputField, transform);
field.Label.text = name;
field.Field.contentType = TMP_InputField.ContentType.DecimalNumber;
field.Field.onValueChanged.AddListener(val => write(float.Parse(val)));
RefreshPropertyValues += () => field.Field.text = read().ToString(CultureInfo.InvariantCulture);
Properties.Add(field.gameObject);
}
public void AddProperty(string name, Func<int> read, Action<int> write)
{
var field = Instantiate(InputField, transform);
field.Label.text = name;
field.Field.contentType = TMP_InputField.ContentType.IntegerNumber;
field.Field.onValueChanged.AddListener(val => write(int.Parse(val)));
RefreshPropertyValues += () => field.Field.text = read().ToString(CultureInfo.InvariantCulture);
Properties.Add(field.gameObject);
}
public void AddProperty(string name, Func<float> read, Action<float> write, float min, float max)
{
var field = Instantiate(RangedFloatField, transform);
field.Label.text = name;
field.Slider.wholeNumbers = false;
field.Slider.minValue = min;
field.Slider.maxValue = max;
field.Slider.onValueChanged.AddListener(val => write(val));
RefreshPropertyValues += () => field.Slider.value = read();
Properties.Add(field.gameObject);
}
public void AddProperty(string name, Func<int> read, Action<int> write, int min, int max)
{
var field = Instantiate(RangedFloatField, transform);
field.Label.text = name;
field.Slider.wholeNumbers = true;
field.Slider.minValue = min;
field.Slider.maxValue = max;
field.Slider.onValueChanged.AddListener(val => write(Mathf.RoundToInt(val)));
RefreshPropertyValues += () => field.Slider.value = read();
Properties.Add(field.gameObject);
}
public void AddProperty(string name, Func<bool> read, Action<bool> write)
{
var field = Instantiate(BoolField, transform);
field.Label.text = name;
field.Toggle.onValueChanged.AddListener(val => write(val));
RefreshPropertyValues += () => field.Toggle.isOn = read();
Properties.Add(field.gameObject);
}
public void AddProperty(string name, Func<int> read, Action<int> write, string[] enumOptions)
{
var field = Instantiate(EnumField, transform);
field.Label.text = name;
field.Dropdown.options = enumOptions.Select(s => new TMP_Dropdown.OptionData(s)).ToList();
field.Dropdown.onValueChanged.AddListener(val => write(val));
RefreshPropertyValues += () => field.Dropdown.value = read();
Properties.Add(field.gameObject);
}
public void RefreshValues()
{
RefreshPropertyValues?.Invoke();
}
}