modularize tabs-style menus

This commit is contained in:
minenice55 2023-01-23 22:26:10 -05:00
parent 299d898a15
commit 7928f0b350
21 changed files with 13574 additions and 14271 deletions

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View file

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1f4bd7d8ee5da1646b8089b7355f19ca
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -227,7 +227,7 @@ TextureImporter:
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 4096
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
@ -239,7 +239,7 @@ TextureImporter:
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 4096
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1

File diff suppressed because it is too large Load diff

View file

@ -9,7 +9,7 @@ namespace HeavenStudio.Editor
{
public class TabButton : MonoBehaviour
{
[SerializeField] GameObject Content;
public GameObject Content;
public void OnClick()
{

View file

@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -10,6 +11,9 @@ namespace HeavenStudio.Editor
public class TabsManager : MonoBehaviour
{
[SerializeField] GameObject activeContent;
[SerializeField] public Transform contentHolder;
[SerializeField] public Transform buttonsHolder;
[SerializeField] private GameObject buttonPrefab;
public void SetActiveContent(GameObject content)
{
@ -38,5 +42,45 @@ namespace HeavenStudio.Editor
activeContent.GetComponent<TabsContent>().OnCloseTab();
}
}
public void GenerateTabs(TabsEntry[] tabs)
{
bool madeFirst = false;
foreach(var tab in tabs)
{
var button = Instantiate(buttonPrefab, buttonsHolder);
button.GetComponentInChildren<TMP_Text>().text = tab.name;
var tabContent = Instantiate(tab.tabPrefab, contentHolder);
if(!madeFirst)
{
madeFirst = true;
SetActiveContent(tabContent);
}
else
{
tabContent.SetActive(false);
}
button.GetComponent<TabButton>().Content = tabContent;
}
}
public void CleanTabs()
{
foreach(Transform child in buttonsHolder)
{
Destroy(child.gameObject);
}
foreach(Transform child in contentHolder)
{
Destroy(child.gameObject);
}
}
[Serializable]
public struct TabsEntry
{
public string name;
public GameObject tabPrefab;
}
}
}

View file

@ -16,6 +16,7 @@ using SFB;
using HeavenStudio.Editor;
using HeavenStudio.Editor.Track;
using HeavenStudio.Util;
using HeavenStudio.StudioDance;
using System.IO.Compression;
using System.Text;
@ -42,6 +43,7 @@ namespace HeavenStudio.Editor
[SerializeField] private Timeline Timeline;
[SerializeField] private TMP_Text GameEventSelectorTitle;
[SerializeField] private TMP_Text BuildDateDisplay;
[SerializeField] public StudioDanceManager StudioDanceManager;
[Header("Toolbar")]
[SerializeField] private Button NewBTN;

View file

@ -1,4 +1,6 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
namespace HeavenStudio.Editor
@ -6,6 +8,9 @@ namespace HeavenStudio.Editor
public class SettingsDialog : Dialog
{
[SerializeField] private TMP_Text BuildDateDisplay;
[SerializeField] private TabsManager tabsManager;
[SerializeField] private TabsManager.TabsEntry[] tabs;
private void Start() {}
public void SwitchSettingsDialog()
@ -14,12 +19,15 @@ namespace HeavenStudio.Editor
Editor.instance.canSelect = true;
Editor.instance.inAuthorativeMenu = false;
dialog.SetActive(false);
tabsManager.CleanTabs();
} else {
ResetAllDialogs();
Editor.instance.canSelect = false;
Editor.instance.inAuthorativeMenu = true;
dialog.SetActive(true);
tabsManager.GenerateTabs(tabs);
BuildDateDisplay.text = GlobalGameManager.buildTime;
}
}

View file

@ -13,8 +13,9 @@ namespace HeavenStudio.Editor
{
private int SecretCounter = 0;
private bool SecretActive = false;
[SerializeField] private TextAsset creditsText;
[SerializeField] private TMP_Text creditsDisplay;
[SerializeField] private GameObject secretObject;
[SerializeField] private StudioDanceManager secretContent;
private void Start()
{
@ -40,7 +41,7 @@ namespace HeavenStudio.Editor
Jukebox.PlayOneShot("applause");
Debug.Log("Activating Studio Dance...");
secretContent.OpenDanceWindow();
Editor.instance.StudioDanceManager.OpenDanceWindow();
}
public void MakeSecretInactive()
@ -48,11 +49,12 @@ namespace HeavenStudio.Editor
SecretCounter = 0;
secretObject.SetActive(false);
SecretActive = false;
secretContent.CloseDanceWindow();
Editor.instance.StudioDanceManager.CloseDanceWindow();
}
public override void OnOpenTab()
{
creditsDisplay.text = creditsText.text;
}
public override void OnCloseTab()