Aetheria/Assets/Scripts/UI/DropdownMenu.cs
Reinier Vens c4be204cd0 First Flight
Added MPL license headers
SectorRenderer renders entities in sector, manages particle systems for ship thrusters
Thrusters apply torque based on orientation and position relative to ship center of mass
GameManager controls the player ship's thrusters
Player can dock with station if they are near
2020-12-22 03:13:43 +00:00

78 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 System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class DropdownMenu : MonoBehaviour
{
public Canvas Canvas;
public ClickCatcher CancelClickCatcher;
public PropertyButton OptionPrefab;
public RectTransform ContentRoot;
public float OptionHeight;
public float PaddingHeight;
private List<GameObject> _options = new List<GameObject>();
private void Start()
{
if (CancelClickCatcher != null)
CancelClickCatcher.OnClick += data =>
{
End();
};
}
private void End()
{
CancelClickCatcher.gameObject.SetActive(false);
gameObject.SetActive(false);
}
public void Clear()
{
// Destroy previous options
foreach(var option in _options)
Destroy(option);
_options.Clear();
}
public void AddOption(string text, Action action, bool selected = false, bool enabled = true)
{
var optionButton = Instantiate(OptionPrefab, ContentRoot);
optionButton.Label.text = text;
optionButton.Button.onClick.AddListener(() =>
{
action();
End();
});
optionButton.Button.interactable = enabled;
//optionButton.Button..CurrentState = !enabled ? FlatButtonState.Disabled : selected ? FlatButtonState.Selected : FlatButtonState.Unselected;
_options.Add(optionButton.gameObject);
}
public void Show(RectTransform parent)
{
var rect = transform as RectTransform;
var pivot = rect.pivot;
pivot.x = 0;
var scaleFactor = Canvas.scaleFactor;
var corners = new Vector3[4];
parent.GetWorldCorners(corners);
var pivotTop = corners[0].y > (PaddingHeight + _options.Count * OptionHeight) * scaleFactor;
pivot.y = pivotTop ? 1 : 0;
rect.pivot = pivot;
rect.sizeDelta = parent.sizeDelta;
rect.position = pivotTop ? corners[0] : corners[1];
CancelClickCatcher.gameObject.SetActive(true);
}
}