490ccd886d
* totc internal systems rework add chair, shock * shock near miss * phone * start optic blast switch phone variant * optic blast chrono sorting takes mobile into account
452 lines
17 KiB
C#
452 lines
17 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using TMPro;
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using DG.Tweening;
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using Starpelly;
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using HeavenStudio.Editor.Track;
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using System.Text;
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namespace HeavenStudio.Editor
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{
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// I hate the antichrist.
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public class GridGameSelector : MonoBehaviour
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{
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public Minigames.Minigame SelectedMinigame;
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[Header("Components")]
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public GameObject SelectedGameIcon;
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public GameObject GameEventSelector;
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public GameObject EventRef;
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public GameObject CurrentSelected;
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public Scrollbar Scrollbar;
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public RectTransform GameSelectionRect;
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public RectTransform GameEventSelectorCanScroll;
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public TMP_InputField SearchBar;
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private RectTransform GameEventSelectorRect;
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private RectTransform eventsParent;
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[Header("Properties")]
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[SerializeField] private int currentEventIndex;
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public List<RectTransform> mgsActive = new List<RectTransform>();
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public List<RectTransform> fxActive = new List<RectTransform>();
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public float posDif;
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public int ignoreSelectCount;
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private int dragTimes;
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private bool gameOpen;
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private float selectorHeight;
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private float eventSize;
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private float timeSinceUpdateIndex = 0.0f;
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public static GridGameSelector instance;
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private void Start()
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{
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instance = this;
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GameEventSelectorRect = GameEventSelector.GetComponent<RectTransform>();
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selectorHeight = GameEventSelectorRect.rect.height;
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eventSize = EventRef.GetComponent<RectTransform>().rect.height;
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eventsParent = EventRef.transform.parent.GetChild(2).GetComponent<RectTransform>();
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SelectGame(fxActive[0].name);
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}
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private void Update()
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{
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if (!EventParameterManager.instance.active && !IsPointerOverUIElement())
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{
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if (gameOpen)
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{
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if (Input.GetKeyDown(KeyCode.DownArrow))
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{
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UpdateIndex(currentEventIndex + 1);
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}
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else if (Input.GetKeyDown(KeyCode.UpArrow))
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{
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UpdateIndex(currentEventIndex - 1);
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}
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}
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if (RectTransformUtility.RectangleContainsScreenPoint(GameEventSelectorCanScroll, Input.mousePosition, Editor.instance.EditorCamera) && Input.mouseScrollDelta.y != 0)
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{
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UpdateIndex(currentEventIndex - Mathf.RoundToInt(Input.mouseScrollDelta.y));
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}
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}
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//moved here so this updates dynamically with window scale
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UpdateScrollPosition();
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}
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#region Functions
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public void UpdateIndex(int amount, bool updateCol = true)
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{
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currentEventIndex = amount;
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CurrentSelected.transform.DOKill();
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if (currentEventIndex < 0)
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currentEventIndex = eventsParent.childCount - 1;
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else if (currentEventIndex > eventsParent.childCount - 1)
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currentEventIndex = 0;
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CurrentSelected.transform.DOLocalMoveY(eventsParent.transform.GetChild(currentEventIndex).localPosition.y + eventsParent.transform.localPosition.y, 0.35f).SetEase(Ease.OutExpo);
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timeSinceUpdateIndex = 0;
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}
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private void UpdateScrollPosition()
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{
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selectorHeight = GameEventSelectorRect.rect.height;
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//eventSize = EventRef.GetComponent<RectTransform>().rect.height;
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Vector3 lastPos = EventRef.transform.parent.transform.localPosition;
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float end = 0;
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if ((currentEventIndex * eventSize >= selectorHeight/2) && (eventsParent.childCount * eventSize >= selectorHeight))
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{
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if (currentEventIndex * eventSize < eventsParent.childCount * eventSize - selectorHeight/2)
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end = (currentEventIndex * eventSize) - selectorHeight/2;
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else
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end = (eventsParent.childCount * eventSize) - selectorHeight + (eventSize * 0.33f);
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}
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EventRef.transform.parent.transform.localPosition = new Vector3(
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lastPos.x,
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Mathf.Lerp(lastPos.y, end, 12 * Time.deltaTime),
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lastPos.z
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);
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timeSinceUpdateIndex += Time.deltaTime;
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CurrentSelected.GetComponent<RectTransform>().anchoredPosition =
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new Vector2(
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(Mathf.Cos(timeSinceUpdateIndex * 2.65f) * 12) + 12,
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CurrentSelected.GetComponent<RectTransform>().anchoredPosition.y);
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SetColors();
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}
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// will automatically select game + game icon, and (eventually?) scroll to the game if it's offscreen
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// index is the event it will highlight (which was basically just added for pick block)
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// TODO: automatically scroll if the game is offscreen, because i can't figure out a good way to do it rn. -AJ
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public void SelectGame(string gameName, int index = 0)
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{
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if (SelectedGameIcon != null)
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{
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SelectedGameIcon.GetComponent<GridGameSelectorGame>().UnClickIcon();
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}
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SelectedMinigame = EventCaller.instance.GetMinigame(gameName);
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if (SelectedMinigame == null) {
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SelectGame("gameManager");
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Debug.LogWarning($"SelectGame() has failed, did you mean to input '{gameName}'?");
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return;
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}
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EventParameterManager.instance.Disable();
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gameOpen = true;
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DestroyEvents();
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AddEvents(index);
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SelectedGameIcon = transform.Find(gameName).gameObject;
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SelectedGameIcon.GetComponent<GridGameSelectorGame>().ClickIcon();
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currentEventIndex = index;
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UpdateIndex(index, false);
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Editor.instance?.SetGameEventTitle($"Select game event for {SelectedMinigame.displayName.Replace("\n", "")}");
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}
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private void AddEvents(int index = 0)
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{
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if (!EventCaller.FXOnlyGames().Contains(SelectedMinigame))
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{
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GameObject sg = Instantiate(EventRef, eventsParent);
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sg.GetComponentInChildren<TMP_Text>().text = "Switch Game";
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sg.SetActive(true);
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if (index == 0) sg.GetComponentInChildren<TMP_Text>().color = EditorTheme.theme.properties.EventSelectedCol.Hex2RGB();
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} else {
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index++;
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if (SelectedMinigame.name == "gameManager") index++;
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}
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for (var i = 0; i < SelectedMinigame.actions.Count; i++)
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{
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var action = SelectedMinigame.actions[i];
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if (action.actionName == "switchGame" || action.hidden) continue;
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var g = Instantiate(EventRef, eventsParent);
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var label = g.GetComponentInChildren<TMP_Text>();
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label.text = action.displayName;
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if (action.parameters != null && action.parameters.Count > 0)
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g.transform.GetChild(1).gameObject.SetActive(true);
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if (index - 1 == i)
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label.color = EditorTheme.theme.properties.EventSelectedCol.Hex2RGB();
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g.SetActive(true);
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}
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}
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private void DestroyEvents()
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{
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for (int i = 0; i < transform.childCount; i++)
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{
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transform.GetChild(i).GetChild(0).gameObject.SetActive(false);
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}
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for (int i = 0; i < eventsParent.childCount; i++)
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{
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Destroy(eventsParent.GetChild(i).gameObject);
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}
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}
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private void SetColors()
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{
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//CurrentSelected.GetComponent<Image>().color = EditorTheme.theme.properties.EventSelectedCol.Hex2RGB();
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for (int i = 0; i < eventsParent.transform.childCount; i++)
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{
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var eventTxt = eventsParent.GetChild(i).GetChild(0).GetComponent<TMP_Text>();
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var goalX = -25;
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if (i == currentEventIndex)
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{
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eventTxt.color = EditorTheme.theme.properties.EventSelectedCol.Hex2RGB();
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goalX = 16;
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}
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else
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{
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eventTxt.color = EditorTheme.theme.properties.EventNormalCol.Hex2RGB();
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}
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eventTxt.rectTransform.anchoredPosition =
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new Vector2(
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Mathf.Lerp(eventTxt.rectTransform.anchoredPosition.x, goalX, Time.deltaTime * 12f),
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eventTxt.rectTransform.anchoredPosition.y);
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}
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}
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// TODO: find the equation to get the sizes automatically, nobody's been able to figure one out yet (might have to be manual?)
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public void Zoom()
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{
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if (!Input.GetKey(KeyCode.LeftControl)) return;
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var glg = GetComponent<GridLayoutGroup>();
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var sizes = new List<float>() {
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209.5f,
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102.3f,
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66.6f,
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48.6f,
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37.9f,
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30.8f,
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25.7f,
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//21.9f,
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};
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if (glg.constraintCount + 1 > sizes.Count && Input.GetAxisRaw("Mouse ScrollWheel") < 0) return;
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glg.constraintCount += (Input.GetAxisRaw("Mouse ScrollWheel") > 0) ? -1 : 1;
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glg.cellSize = Vector2.one * sizes[glg.constraintCount - 1];
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}
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// method called when clicking the sort button in the editor, skips sorting fx only "games"
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// sorts depending on which sorting button you click
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public void Sort(string type)
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{
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var mgsSort = mgsActive;
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mgsSort.Sort((x, y) => string.Compare(x.name, y.name));
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switch (type)
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{
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case "favorites":
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SortFavorites(mgsSort);
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break;
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case "chronologic":
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SortChronologic(mgsSort);
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break;
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default: // "alphabet"
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SortAlphabet(mgsSort);
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break;
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}
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}
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void SortAlphabet(List<RectTransform> mgs)
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{
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for (int i = 0; i < mgsActive.Count; i++) {
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mgs[i].SetSiblingIndex(i + fxActive.Count + 1);
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}
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}
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// if there are no favorites, the games will sort alphabetically
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void SortFavorites(List<RectTransform> allMgs)
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{
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var favs = allMgs.FindAll(mg => mg.GetComponent<GridGameSelectorGame>().StarActive);
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var mgs = allMgs.FindAll(mg => !mg.GetComponent<GridGameSelectorGame>().StarActive);
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if (Input.GetKey(KeyCode.LeftShift)) {
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foreach (var fav in favs)
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fav.GetComponent<GridGameSelectorGame>().Star();
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return;
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}
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for (int i = 0; i < favs.Count; i++) {
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favs[i].SetSiblingIndex(i + fxActive.Count + 1);
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}
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for (int i = 0; i < mgs.Count; i++) {
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mgs[i].SetSiblingIndex(i + fxActive.Count + favs.Count + 1);
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}
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}
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void SortChronologic(List<RectTransform> mgs)
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{
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var systems = new List<RectTransform>[] {
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new List<RectTransform>(),
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new List<RectTransform>(),
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new List<RectTransform>(),
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new List<RectTransform>(),
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new List<RectTransform>(),
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new List<RectTransform>(),
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};
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for (int i = 0; i < mgs.Count; i++)
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{
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var mg = EventCaller.instance.GetMinigame(mgs[i].name);
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var tags = mg.tags;
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if (tags.Count != 0) {
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systems[tags[0] switch {
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"agb" => 0,
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"ntr" => 1,
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"rvl" => 2,
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"ctr" => 3,
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"mob" => 4,
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_ => 5,
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}].Add(mgs[i]);
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} else if (mg.inferred) {
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systems[^1].Add(mgs[i]);
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} else {
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Debug.LogWarning($"Chronological sorting has failed, does \"{mg.displayName}\" ({mg.name}) have an asset bundle assigned to it?");
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}
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}
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int j = fxActive.Count + 1;
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foreach (var system in systems)
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{
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system.OrderBy(mg => mg.name);
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for (int i = 0; i < system.Count; i++)
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{
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system[i].SetSiblingIndex(j);
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j++;
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}
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}
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}
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public void Search()
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{
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for (int i = 0; i < mgsActive.Count; i++)
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{
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mgsActive[i].gameObject.SetActive(
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System.Text.RegularExpressions.Regex.IsMatch(
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EventCaller.instance.GetMinigame(mgsActive[i].name).displayName,
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SearchBar.text,
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System.Text.RegularExpressions.RegexOptions.IgnoreCase
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)
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);
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}
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}
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public bool IsPointerOverUIElement()
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{
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return IsPointerOverUIElement(GetEventSystemRaycastResults());
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}
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private bool IsPointerOverUIElement(List<RaycastResult> eventSystemRaysastResults)
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{
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for (int index = 0; index < eventSystemRaysastResults.Count; index++)
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{
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RaycastResult curRaysastResult = eventSystemRaysastResults[index];
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if (curRaysastResult.gameObject.layer == 5)
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return true;
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}
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return false;
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}
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static List<RaycastResult> GetEventSystemRaycastResults()
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{
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PointerEventData eventData = new PointerEventData(EventSystem.current);
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eventData.position = Input.mousePosition;
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List<RaycastResult> raysastResults = new List<RaycastResult>();
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EventSystem.current.RaycastAll(eventData, raysastResults);
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return raysastResults;
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}
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#endregion
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#region Events
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public void Drag()
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{
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if (Conductor.instance.NotStopped() || Editor.instance.inAuthorativeMenu) return;
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if (Timeline.instance.MouseInTimeline && dragTimes < 1)
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{
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Timeline.instance.timelineState.SetState(Timeline.CurrentTimelineState.State.Selection);
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dragTimes++;
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TimelineEventObj eventObj;
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if (currentEventIndex == 0)
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{
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if (EventCaller.FXOnlyGames().Contains(SelectedMinigame))
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{
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int index = currentEventIndex + 1;
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if (currentEventIndex - 1 > SelectedMinigame.actions.Count)
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{
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index = currentEventIndex;
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}
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else if (currentEventIndex - 1 < 0)
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{
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if (SelectedMinigame.actions[0].actionName == "switchGame")
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index = 1;
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else
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index = 0;
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}
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eventObj = Timeline.instance.AddEventObject(SelectedMinigame.name + "/" + SelectedMinigame.actions[index].actionName, true, new Vector3(0, 0), null, true);
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}
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else
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eventObj = Timeline.instance.AddEventObject($"gameManager/switchGame/{SelectedMinigame.name}", true, new Vector3(0, 0), null, true);
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}
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else
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{
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int index = currentEventIndex - 1;
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if (SelectedMinigame.actions[0].actionName == "switchGame")
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{
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index = currentEventIndex + 1;
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}
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else if (EventCaller.FXOnlyGames().Contains(SelectedMinigame) && SelectedMinigame.actions[0].actionName != "switchGame")
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{
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index = currentEventIndex;
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}
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eventObj = Timeline.instance.AddEventObject(SelectedMinigame.name + "/" + SelectedMinigame.actions[index].actionName, true, new Vector3(0, 0), null, true);
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}
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eventObj.isCreating = true;
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// CommandManager.instance.Execute(new Commands.Place(eventObj));
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}
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}
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public void Drop()
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{
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if (Conductor.instance.NotStopped()) return;
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dragTimes = 0;
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}
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#endregion
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}
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} |