HeavenStudio/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs
minenice55 dd9a06ad52
Change Project License to MIT (#700)
* license change

replace unneeded package

* reword this
2024-02-16 06:17:16 +00:00

452 lines
17 KiB
C#

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