HeavenStudio/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs
Carson Kompon 687f2b53f4 Added Checkbox Parameter + Toggle Inputs Event
So now you can disable inputs if you need to :)
2022-03-01 02:27:49 -05:00

141 lines
4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Editor.Track;
namespace RhythmHeavenMania.Editor
{
public class EventParameterManager : MonoBehaviour
{
[Header("General References")]
[SerializeField] private GameObject eventSelector;
[SerializeField] private GridGameSelector gridGameSelector;
[Header("Property Prefabs")]
[SerializeField] private GameObject IntegerP;
[SerializeField] private GameObject FloatP;
[SerializeField] private GameObject BooleanP;
[SerializeField] private GameObject DropdownP;
[SerializeField] private GameObject ColorP;
public Beatmap.Entity entity;
private bool active;
private int childCountAtStart;
public bool canDisable = true;
public static EventParameterManager instance { get; set; }
private void Awake()
{
instance = this;
}
private void Start()
{
childCountAtStart = transform.childCount;
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
if (canDisable && active)
{
Disable();
}
}
}
public void Disable()
{
active = false;
eventSelector.SetActive(true);
DestroyParams();
Editor.instance.SetGameEventTitle($"Select game event for {gridGameSelector.SelectedMinigame}");
}
public void StartParams(Beatmap.Entity entity)
{
active = true;
AddParams(entity);
}
private void AddParams(Beatmap.Entity entity)
{
var minigame = EventCaller.instance.GetMinigame(entity.datamodel.Split(0));
int actionIndex = minigame.actions.IndexOf(minigame.actions.Find(c => c.actionName == entity.datamodel.Split(1)));
Minigames.GameAction action = minigame.actions[actionIndex];
if (action.parameters != null)
{
eventSelector.SetActive(false);
this.entity = entity;
Editor.instance.SetGameEventTitle($"Properties for {entity.datamodel}");
DestroyParams();
for (int i = 0; i < action.parameters.Count; i++)
{
object param = action.parameters[i].parameter;
string caption = action.parameters[i].propertyCaption;
string propertyName = action.parameters[i].propertyName;
AddParam(propertyName, param, caption);
}
active = true;
}
}
private void AddParam(string propertyName, object type, string caption)
{
GameObject prefab = IntegerP;
var objType = type.GetType();
if (objType == typeof(EntityTypes.Integer))
{
prefab = IntegerP;
}
else if (objType == typeof(EntityTypes.Float))
{
prefab = FloatP;
}
else if(type is bool)
{
prefab = BooleanP;
}
else if (objType.IsEnum)
{
prefab = DropdownP;
}
else if (objType == typeof(Color))
{
prefab = ColorP;
}
GameObject input = Instantiate(prefab);
input.transform.SetParent(this.gameObject.transform);
input.SetActive(true);
input.transform.localScale = Vector2.one;
var property = input.GetComponent<EventPropertyPrefab>();
property.SetProperties(propertyName, type, caption);
}
private void DestroyParams()
{
active = false;
for (int i = childCountAtStart; i < transform.childCount; i++)
{
Destroy(transform.GetChild(i).gameObject);
}
}
}
}