using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using UnityEngine.UI;
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public class LogicTrayUI : LogicElementHolder
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{
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//[SerializeField]
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//protected List<LogicBlock> list;
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[SerializeField]
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protected LogicElementUI Prefab;
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[SerializeField]
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protected int insertIndex = -1;
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[SerializeField]
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private Transform content;
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[SerializeField]
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public BlockReader reader;
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#region Unity Functions
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public void Start()
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{
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UpdateDisplay();
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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if (reader != null)
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reader.OnUpdate += UpdateDisplay;
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}
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protected override void OnDisable()
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{
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base.OnDisable();
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if (reader != null)
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reader.OnUpdate -= UpdateDisplay;
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}
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#endregion Unity Functions
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public void SetBlockReader(BlockReader newBlockReader)
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{
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if (reader != null)
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reader.OnUpdate -= UpdateDisplay;
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reader = newBlockReader;
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reader.OnUpdate += UpdateDisplay;
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UpdateDisplay();
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}
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[ContextMenu("Update Display")]
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public void UpdateDisplay()
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{
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if (reader == null)
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return;
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//Destroy all children
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int destroyedCount = content.childCount; //we need to know how many were destroyed since unity doesn't actually destroy anything until the end of the frame
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foreach (Transform child in content)
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Destroy(child.gameObject);
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//Instatiate logicElement prefab
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foreach (LogicBlock element in reader.LogicChain)
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{
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LogicElementUI elementUI = Instantiate(Prefab.gameObject, content).GetComponent<LogicElementUI>();
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elementUI.Initialise(element, this);
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}
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//Add insertIndex object if needed
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if (insertIndex != -1)
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{
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GameObject elementObject = Instantiate(Prefab.gameObject, content);
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elementObject.GetComponentInChildren<TextMeshProUGUI>().text = "insert";
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elementObject.GetComponentInChildren<Image>().color = new Color(0.5f, 0.5f, 0.5f, 0.25f);
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//Set sibling index to where we want it in list + add destroyedCount since technically they are still here
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elementObject.transform.SetSiblingIndex(destroyedCount + insertIndex);
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}
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}
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#region LogicElementHolder Implementation
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/// <summary>
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/// When a LogicElement has started being dragged from this Tray
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/// </summary>
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/// <param name="element">Element which is being dragged</param>
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public override void OnRemove(LogicElementUI element)
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{
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reader.Remove(element.logicElement);
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}
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/// <summary>
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/// When a logicElement needs to be added back to this Tray
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/// </summary>
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/// <param name="element">Element to add</param>
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public override void OnAdd(LogicElementUI element)
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{
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int index = GetInsertIndex(element.rectTransform);
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reader.Insert(index, element.logicElement);
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Destroy(element.gameObject);
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}
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/// <summary>
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/// When a logic Element is hovering over this holder
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/// </summary>
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/// <param name="element">Element which is hovering</param>
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public override void OnHover(LogicElementUI element)
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{
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insertIndex = GetInsertIndex(element.rectTransform);
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UpdateDisplay();
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}
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/// <summary>
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/// First frame a logic Element is hovering over this holder
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/// </summary>
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/// <param name="element">Element which is hovering</param>
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public override void OnHoverStart(LogicElementUI element)
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{
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Debug.Log("OnHoverStart");
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//Create insert prefab at End
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insertIndex = content.childCount;
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UpdateDisplay();
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}
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/// <summary>
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/// first frame a logic Element is no longer hovering over this holder
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/// </summary>
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/// <param name="element">Element which is hovering</param>
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public override void OnHoverEnd(LogicElementUI element)
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{
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//Remove insert prefab
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insertIndex = -1;
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UpdateDisplay();
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}
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#endregion LogicElementHolder Implementation
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/// <summary>
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/// Called when an element in this holder is double clicked
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/// </summary>
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/// <param name="element">element which was double clicked</param>
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public override void OnDoubleClick(LogicElementUI element)
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{
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throw new System.NotImplementedException();
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}
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#region Helper Functions
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public int GetInsertIndex(RectTransform rt)
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{
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Rect rect = rt.GlobalRect();
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foreach (Transform child in content)
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{
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RectTransform childRect = child as RectTransform;
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if (rect.Overlaps(childRect.GlobalRect()))
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return child.GetSiblingIndex();
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}
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return reader.LogicChain.Count;
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}
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#endregion Helper Functions
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}
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