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157 lines
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5 years ago
5 years ago
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. using UnityEngine.EventSystems;
  6. using UnityEngine.UI;
  7. using TMPro;
  8. /// <summary>
  9. /// Component which controls how a LogicElement is displayed in the UI;
  10. /// </summary>
  11. public class LogicElementUI : Dragable
  12. {
  13. #region Inspector Fields
  14. [SerializeField]
  15. [Tooltip("Logic Block this will display")]
  16. protected LogicBlock LogicElement;
  17. #endregion Inspector Fields
  18. #region ReadOnly Variables
  19. /// <summary>
  20. /// RectTransform of LogicElementUI
  21. /// </summary>
  22. public RectTransform rectTransform { get { return transform as RectTransform; } }
  23. public LogicBlock logicElement { get { return LogicElement; } }
  24. #endregion ReadOnly Variables
  25. #region Private Variables
  26. //Text Mesh pro to display Name
  27. protected TextMeshProUGUI nameText;
  28. //background image to color;
  29. public Image icon;
  30. //sprite imager;
  31. public Image backGround;
  32. protected LogicElementHolder currentHolder;
  33. private List<LogicElementHolder> lastHover = new List<LogicElementHolder>();
  34. #endregion Private Variables
  35. #region Unity Functions
  36. private void Start()
  37. {
  38. UpdateUI();
  39. }
  40. #endregion Unity Functions
  41. #region Class Implementation
  42. /// <summary>
  43. /// Updates the UI to match the LogicElemnts name and color
  44. /// </summary>
  45. public virtual void UpdateUI()
  46. {
  47. //Make sure we have the UI components
  48. if (nameText == null)
  49. nameText = GetComponentInChildren<TextMeshProUGUI>();
  50. //Set UI
  51. if (LogicElement != null)
  52. {
  53. //If name null use file name
  54. nameText.text = LogicElement.DisplayName;
  55. nameText.outlineColor = new Color32(0, 0, 0, 255);
  56. nameText.outlineWidth = 0.1f;
  57. backGround.color = LogicElement.Color;
  58. Sprite elementIcon = Resources.Load<Sprite>(LogicElement.DisplayName.ToString());
  59. if(elementIcon != null)
  60. {
  61. icon.sprite = elementIcon;
  62. }
  63. }
  64. }
  65. public virtual void Initialise(LogicBlock LogicElement, LogicElementHolder Holder,bool copy)
  66. {
  67. if (copy)
  68. this.LogicElement = LogicElement.Clone();
  69. else
  70. this.LogicElement = LogicElement;
  71. currentHolder = Holder;
  72. }
  73. #endregion Class Implementation
  74. #region Drag Implementation
  75. public override void OnBeginDrag(PointerEventData eventData)
  76. {
  77. base.OnBeginDrag(eventData);
  78. if (currentHolder != null)
  79. currentHolder.OnRemove(this);
  80. }
  81. public override void OnDrag(PointerEventData data)
  82. {
  83. base.OnDrag(data);
  84. //Get all overlapping holders
  85. List<LogicElementHolder> currentHover = LogicElementHolder.OverlappingElements(transform as RectTransform).ToList();
  86. DebugExtensions.DrawRect(rectTransform, Color.blue);
  87. LogicElementHolder.DebugDrawAll(Color.red);
  88. //Call OnHoverStart() for each holder which wasn't in the last update
  89. currentHover.Except(lastHover).ForEach(p => p.OnHoverStart(this));
  90. //Call OnHover() for each overlapping holder
  91. currentHover.ForEach(p => p.OnHover(this));
  92. //Call OnHoverEnd() for each element not overlapping but was last update
  93. lastHover.Except(currentHover).ForEach(p => p.OnHoverEnd(this));
  94. //Save all overlapping elements this update
  95. lastHover = currentHover;
  96. }
  97. public override void OnEndDrag(PointerEventData eventData)
  98. {
  99. base.OnEndDrag(eventData);
  100. //Call OnHoverStop to each element we are hovering over
  101. lastHover.ForEach(p => p.OnHoverEnd(this));
  102. //order the UIHolders by priority and get the first which will accept this
  103. lastHover = lastHover.OrderByDescending(p => p.Priority).ToList();
  104. lastHover.ForEach(p => Debug.Log(p.gameObject.name));
  105. LogicElementHolder holderToAdd = lastHover.FirstOrDefault(p => p.canHold(LogicElement));
  106. //If we are still hovering over anything add this to it
  107. //Else add it back to where it came from
  108. if (holderToAdd != default)
  109. {
  110. holderToAdd.OnAdd(this);
  111. currentHolder = holderToAdd;
  112. }
  113. else
  114. currentHolder.OnAdd(this);
  115. }
  116. protected override void OnDoubleClick()
  117. {
  118. base.OnDoubleClick();
  119. currentHolder.OnDoubleClick(this);
  120. }
  121. #endregion Drag Implementaion
  122. }