Aetheria/Assets/Scripts/UI/ConfirmationDialog.cs
Reinier Vens 11bfc739fe Aetheric Drive
Added Aetheric Drive hardpoint and item behavior
Added Drive RPM UI to HUD
Fixed death not disabling continue option
Disabling global input when dialog is visible
Fixed loadout generator failure when zero price item present
Replaced fixed top speed with drag coefficients
2021-04-14 03:29:14 +01:00

77 lines
2.3 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);
ActionGameManager.Instance?.Input.Global.Enable();
}
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);
ActionGameManager.Instance?.Input.Global.Disable();
}
}