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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Collaborators: Lars Aalbertsen (@Rockylars)
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using UnityEngine.UI;
namespace Tayx.Graphy.Fps
{
public class G_FpsManager : MonoBehaviour, IMovable, IModifiableState
{
/* ----- TODO: ----------------------------
* Check if we can seal this class.
* Add summaries to the variables.
* Add summaries to the functions.
* Check if we should add a "RequireComponent" for "RectTransform".
* Check if we should add a "RequireComponent" for "FpsGraph".
* Check if we should add a "RequireComponent" for "FpsMonitor".
* Check if we should add a "RequireComponent" for "FpsText".
* --------------------------------------*/
#region Variables -> Serialized Private
[SerializeField] private GameObject m_fpsGraphGameObject = null;
[SerializeField] private List<GameObject> m_nonBasicTextGameObjects = new List<GameObject>();
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_FpsGraph m_fpsGraph = null;
private G_FpsMonitor m_fpsMonitor = null;
private G_FpsText m_fpsText = null;
private RectTransform m_rectTransform = null;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition(GraphyManager.ModulePosition newModulePosition)
{
float xSideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.x);
float ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
{
if (!silentUpdate)
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
switch (state)
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(true);
if (m_graphyManager.Background)
{
m_backgroundImages.SetOneActive(0);
}
else
{
m_backgroundImages.SetAllActive(false);
}
break;
case GraphyManager.ModuleState.TEXT:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(false);
if (m_graphyManager.Background)
{
m_backgroundImages.SetOneActive(1);
}
else
{
m_backgroundImages.SetAllActive(false);
}
break;
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
m_nonBasicTextGameObjects.SetAllActive(false);
SetGraphActive(false);
if (m_graphyManager.Background)
{
m_backgroundImages.SetOneActive(2);
}
else
{
m_backgroundImages.SetAllActive(false);
}
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(false);
SetGraphActive(false);
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive(false);
break;
}
}
public void RestorePreviousState()
{
SetState(m_previousModuleState);
}
public void UpdateParameters()
{
foreach (var image in m_backgroundImages)
{
image.color = m_graphyManager.BackgroundColor;
}
m_fpsGraph .UpdateParameters();
m_fpsMonitor .UpdateParameters();
m_fpsText .UpdateParameters();
SetState(m_graphyManager.FpsModuleState);
}
public void RefreshParameters()
{
foreach (var image in m_backgroundImages)
{
image.color = m_graphyManager.BackgroundColor;
}
m_fpsGraph .UpdateParameters();
m_fpsMonitor .UpdateParameters();
m_fpsText .UpdateParameters();
SetState(m_currentModuleState, true);
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_rectTransform = GetComponent<RectTransform>();
m_fpsGraph = GetComponent<G_FpsGraph>();
m_fpsMonitor = GetComponent<G_FpsMonitor>();
m_fpsText = GetComponent<G_FpsText>();
foreach (Transform child in transform)
{
if (child.parent == transform)
{
m_childrenGameObjects.Add(child.gameObject);
}
}
}
private void SetGraphActive(bool active)
{
m_fpsGraph.enabled = active;
m_fpsGraphGameObject.SetActive(active);
}
#endregion
}
}