Aetheria/Assets/Scripts/UI/ReadOnlyPropertiesPanel.cs
hyperion51 d78ad49762 Survey Controller & Drone Feedback
Implemented task and control module for surveying resources
Implemented behavior for resource scanner
Resources aren't shown until they have been surveyed
Entities can now display messages, used to provide drone state feedback
Orbital entities now provide correct velocity, improving drone docking precision
2020-05-29 23:06:35 +01:00

67 lines
2.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class ReadOnlyPropertiesPanel : MonoBehaviour
{
public TextMeshProUGUI Title;
public RectTransform SectionPrefab;
public RectTransform ListPrefab;
public RectTransform ListItemPrefab;
public PropertyLabel ListPropertyPrefab;
public PropertyLabel PropertyPrefab;
private List<GameObject> _properties = new List<GameObject>();
public void Clear()
{
foreach(var property in _properties)
Destroy(property);
}
public void AddProperty(string name, Func<string> value)
{
var property = Instantiate(PropertyPrefab, transform);
property.Name.text = name;
property.Value.text = value();
property.ValueFunction = value;
_properties.Add(property.gameObject);
}
public void AddSection(string name)
{
var section = Instantiate(SectionPrefab, transform);
section.GetComponentInChildren<TextMeshProUGUI>().text = name;
_properties.Add(section.gameObject);
}
public void AddList(string name, IEnumerable<string> elements)
{
var list = Instantiate(ListPrefab, transform);
list.GetComponentInChildren<TextMeshProUGUI>().text = name;
foreach (var element in elements)
{
var item = Instantiate(ListItemPrefab, list);
item.GetComponentInChildren<TextMeshProUGUI>().text = element;
_properties.Add(item.gameObject);
}
_properties.Add(list.gameObject);
}
public void AddList(string name, IEnumerable<(string, Func<string>)> elements)
{
var list = Instantiate(ListPrefab, transform);
list.GetComponentInChildren<TextMeshProUGUI>().text = name;
foreach (var element in elements)
{
var item = Instantiate(ListPropertyPrefab, list);
item.Name.text = element.Item1;
item.Value.text = element.Item2();
item.ValueFunction = element.Item2;
_properties.Add(item.gameObject);
}
_properties.Add(list.gameObject);
}
}