Aetheria/Assets/Scripts/UI/ContextMenu.cs
Reinier Vens 48abee4847 Cash Money
Player credits now tracked by game manager
Buying items subtracts credits
Right clicking on trade menu items allows player to buy multiple
Inventory panel dropdown now allows instantiating saved loadouts
2021-01-19 01:22:56 +00:00

132 lines
4.4 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 System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class ContextMenu : MonoBehaviour
{
public Canvas Canvas;
public RectTransform Root;
public ClickCatcher CancelClickCatcher;
public ContextMenuOption OptionPrefab;
public ContextMenu DropMenuPrefab;
public ContextMenu Parent;
public bool ForceDirectionRight;
public Vector3 ForcePosition;
public RectTransform ContentRoot;
public float OptionHeight;
public float PaddingHeight;
private List<GameObject> _options = new List<GameObject>();
private bool _hasDropdown;
private bool _dropdownRight;
private GameObject _dropdown;
private ContextMenuOption _currentDropdown;
private void Start()
{
if (CancelClickCatcher != null)
CancelClickCatcher.OnClick += data =>
{
End();
};
}
private void End()
{
if (_dropdown != null)
Destroy(_dropdown);
CancelClickCatcher.gameObject.SetActive(false);
gameObject.SetActive(false);
}
public void Clear()
{
// Destroy previous options
foreach(var option in _options)
Destroy(option);
_options.Clear();
_hasDropdown = false;
}
public void AddOption(string text, Action action, bool enabled = true)
{
var optionButton = Instantiate(OptionPrefab, ContentRoot);
optionButton.Label.text = text;
optionButton.Button.onClick.AddListener(() =>
{
if(Parent!=null)
Parent.End();
else
End();
action();
});
optionButton.Hover.OnEnter += data =>
{
if (_dropdown != null)
Destroy(_dropdown);
};
optionButton.Arrow.gameObject.SetActive(false);
optionButton.Button.interactable = enabled;
_options.Add(optionButton.gameObject);
}
public void AddDropdown(string text, IEnumerable<(string text, Action action, bool enabled)> options)
{
_hasDropdown = true;
var optionButton = Instantiate(OptionPrefab, ContentRoot);
optionButton.Label.text = text;
optionButton.Hover.OnEnter += data =>
{
if (_currentDropdown != optionButton)
{
if(_dropdown!=null)
Destroy(_dropdown);
var drop = Instantiate(DropMenuPrefab, Root);
_dropdown = drop.gameObject;
foreach (var option in options)
drop.AddOption(option.text, option.action, option.enabled);
drop.Parent = this;
drop.ForceDirectionRight = _dropdownRight;
Vector3[] corners = new Vector3[4];
((RectTransform) optionButton.transform).GetWorldCorners(corners);
drop.ForcePosition = corners[_dropdownRight ? 2 : 1];
drop.Show();
}
};
_options.Add(optionButton.gameObject);
}
public void Show()
{
gameObject.SetActive(true);
var rect = transform as RectTransform;
var pivot = rect.pivot;
var canvas = Parent != null ? Parent.Canvas : Canvas;
var mousePosition = Mouse.current.position.ReadValue();
if (Parent!=null)
pivot.x = ForceDirectionRight ? 0 : 1;
else
pivot.x = mousePosition.x > Screen.width - rect.sizeDelta.x * canvas.scaleFactor ? 1 : 0;
var scaleFactor = canvas.scaleFactor;
_dropdownRight = mousePosition.x < Screen.width - rect.sizeDelta.x * scaleFactor * 2;
var pos = Parent==null ? mousePosition.y : ForcePosition.y;
var space = (PaddingHeight + _options.Count * OptionHeight) * scaleFactor;
var deltaY = pos < space ? space - pos : PaddingHeight / 2 * scaleFactor;
pivot.y = 1;//pivotTop ? 1 : 0;
rect.pivot = pivot;
rect.position = (Parent != null ? ForcePosition : (Vector3) mousePosition) + Vector3.up * deltaY;
if (Parent==null)
CancelClickCatcher.gameObject.SetActive(true);
}
}