HeavenStudio/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs
AstrlJelly b22de5abdb
Collapsing Properties Update + Animation From Beat Method (#575)
* add entity to collapse function, start on new animation thingy

im gonna use fork lifter to demonstrate DoScaledAnimationFromBeatAsync() cuz it uses animations to cue the peas

also i fixed that months old bug where the fork lifter sfx wasn't playing correctly :/

* animation from beat functional, octo machine converted

this looks fantastic i can't wait to implement this into more things

* better anim function

this is more efficient AND it'll produce more consistent results when starting an animation between tempo changes :D
(it no longer iterates through a list twice)
2023-10-27 20:19:11 +00:00

209 lines
7.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Editor.Track;
using Jukebox;
using Jukebox.Legacy;
using System.Linq;
namespace HeavenStudio.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;
[SerializeField] private GameObject StringP;
public RiqEntity entity;
public 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();
}
}
canDisable = true;
}
public void Disable()
{
active = false;
eventSelector.SetActive(true);
DestroyParams();
Editor.instance.SetGameEventTitle($"Select game event for {gridGameSelector.SelectedMinigame.displayName.Replace("\n", "")}");
}
public void StartParams(RiqEntity entity)
{
active = true;
AddParams(entity);
}
static string TrackToThemeColour(int track) => track switch
{
1 => EditorTheme.theme.properties.Layer2Col,
2 => EditorTheme.theme.properties.Layer3Col,
3 => EditorTheme.theme.properties.Layer4Col,
4 => EditorTheme.theme.properties.Layer5Col,
_ => EditorTheme.theme.properties.Layer1Col
};
private void AddParams(RiqEntity entity)
{
var minigame = EventCaller.instance.GetMinigame(entity.datamodel.Split(0));
int actionIndex = minigame.actions.IndexOf(minigame.actions.Find(c => c.actionName == entity.datamodel.Split(1)));
Minigames.GameAction action = minigame.actions[actionIndex];
if (action.parameters != null)
{
eventSelector.SetActive(false);
this.entity = entity;
string col = TrackToThemeColour((int)entity["track"]);
Editor.instance.SetGameEventTitle($"Properties for <color=#{col}>{action.displayName}</color> on Beat {entity.beat.ToString("F2")} on <color=#{col}>Track {(int)entity["track"] + 1}</color>");
DestroyParams();
Dictionary<string, GameObject> ePrefabs = new();
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;
string tooltip = action.parameters[i].tooltip;
ePrefabs.Add(propertyName, AddParam(propertyName, param, caption, tooltip));
}
foreach (var p in action.parameters)
{
if (p.collapseParams == null || p.collapseParams.Count == 0) continue;
EventPropertyPrefab input = ePrefabs[p.propertyName].GetComponent<EventPropertyPrefab>();
foreach (var c in p.collapseParams)
{
List<GameObject> collapseables = c.collapseables.Select(x => ePrefabs[x]).ToList();
input.propertyCollapses.Add(new EventPropertyPrefab.PropertyCollapse(collapseables, c.CollapseOn, entity));
}
input.SetCollapses(p.parameter);
}
active = true;
}
else
{
active = false;
}
}
private GameObject AddParam(string propertyName, object type, string caption, string tooltip = "")
{
GameObject prefab = IntegerP;
GameObject input;
var objType = type.GetType();
if (objType == typeof(EntityTypes.Integer))
{
prefab = IntegerP;
input = InitPrefab(prefab, tooltip);
var property = input.GetComponent<NumberPropertyPrefab>();
property.SetProperties(propertyName, type, caption);
}
else if (objType == typeof(EntityTypes.Float))
{
prefab = FloatP;
input = InitPrefab(prefab, tooltip);
var property = input.GetComponent<NumberPropertyPrefab>();
property.SetProperties(propertyName, type, caption);
}
else if(type is bool)
{
prefab = BooleanP;
input = InitPrefab(prefab, tooltip);
var property = input.GetComponent<BoolPropertyPrefab>();
property.SetProperties(propertyName, type, caption);
}
else if (objType.IsEnum)
{
prefab = DropdownP;
input = InitPrefab(prefab, tooltip);
var property = input.GetComponent<EnumPropertyPrefab>();
property.SetProperties(propertyName, type, caption);
}
else if (objType == typeof(Color))
{
prefab = ColorP;
input = InitPrefab(prefab, tooltip);
var property = input.GetComponent<ColorPropertyPrefab>();
property.SetProperties(propertyName, type, caption);
}
else if(objType == typeof(string))
{
prefab = StringP;
input = InitPrefab(prefab, tooltip);
var property = input.GetComponent<StringPropertyPrefab>();
property.SetProperties(propertyName, type, caption);
}
else
{
Debug.LogError("Can't make property interface of type: " + type.GetType());
return null;
}
return input;
}
private GameObject InitPrefab(GameObject prefab, string tooltip = "")
{
GameObject input = Instantiate(prefab);
input.transform.SetParent(this.gameObject.transform);
input.SetActive(true);
input.transform.localScale = Vector3.one;
if(tooltip != string.Empty)
Tooltip.AddTooltip(input, "", tooltip);
return input;
}
private void DestroyParams()
{
Editor.instance.editingInputField = false;
active = false;
for (int i = childCountAtStart; i < transform.childCount; i++)
{
Destroy(transform.GetChild(i).gameObject);
}
}
}
}