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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 21:25:09 +00:00
Collapseable Properties Functionality (#534)
* all done * oop * two quick tweaks
This commit is contained in:
parent
8891689f68
commit
7b1269d155
9 changed files with 166 additions and 15 deletions
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@ -39,13 +39,19 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4f,
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defaultLength = 4f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("preset", SpaceSoccer.EnterExitPresets.FiveKickers, "Preset", "Which preset should be used?"),
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new Param("preset", SpaceSoccer.EnterExitPresets.FiveKickers, "Preset", "Which preset should be used?", new List<Param.CollapseParam>()
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new Param("choice", SpaceSoccer.AnimationToPlay.Enter, "Enter Or Exit", "Whether the kickers should exit or enter."),
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{
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the entering or exiting."),
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new Param.CollapseParam(x => (int)x == (int)SpaceSoccer.EnterExitPresets.Custom, new string[] { "amount", "x", "y", "z" })
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}),
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new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Amount of Space Kickers."),
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new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Amount of Space Kickers."),
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new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "How much distance should there be between the space kickers on the x axis?"),
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new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "How much distance should there be between the space kickers on the x axis?"),
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new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "How much distance should there be between the space kickers on the y axis?"),
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new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "How much distance should there be between the space kickers on the y axis?"),
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new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "How much distance should there be between the space kickers on the z axis?"),
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new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "How much distance should there be between the space kickers on the z axis?"),
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new Param("choice", SpaceSoccer.AnimationToPlay.Enter, "Enter Or Exit", "Whether the kickers should exit or enter."),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the entering or exiting."),
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new Param("override", true, "Override Easing", "Should this block override the easing of the space kickers' positions?")
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new Param("override", true, "Override Easing", "Should this block override the easing of the space kickers' positions?")
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},
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},
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resizable = true
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resizable = true
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@ -70,7 +76,10 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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resizable = true,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new Param("preset", SpaceSoccer.PlayerPresets.LaunchStart, "Preset", "Which preset should be used?"),
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new Param("preset", SpaceSoccer.PlayerPresets.LaunchStart, "Preset", "Which preset should be used?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (int)x == (int)SpaceSoccer.PlayerPresets.Custom, new string[] { "x", "y", "z", "ease", "sound" })
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}),
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new Param("x", new EntityTypes.Float(-30, 30, 0f), "X Pos", "Which position should the player move to on the x axis?"),
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new Param("x", new EntityTypes.Float(-30, 30, 0f), "X Pos", "Which position should the player move to on the x axis?"),
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new Param("y", new EntityTypes.Float(-30, 30, 0f), "Y Pos", "Which position should the player move to on the y axis?"),
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new Param("y", new EntityTypes.Float(-30, 30, 0f), "Y Pos", "Which position should the player move to on the y axis?"),
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new Param("z", new EntityTypes.Float(-30, 30, 0f), "Z Pos", "Which position should the player move to on the z axis?"),
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new Param("z", new EntityTypes.Float(-30, 30, 0f), "Z Pos", "Which position should the player move to on the z axis?"),
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@ -94,14 +94,31 @@ namespace HeavenStudio.Editor
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DestroyParams();
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DestroyParams();
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Dictionary<string, GameObject> ePrefabs = new();
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for (int i = 0; i < action.parameters.Count; i++)
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for (int i = 0; i < action.parameters.Count; i++)
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{
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{
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object param = action.parameters[i].parameter;
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object param = action.parameters[i].parameter;
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string caption = action.parameters[i].propertyCaption;
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string caption = action.parameters[i].propertyCaption;
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string propertyName = action.parameters[i].propertyName;
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string propertyName = action.parameters[i].propertyName;
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string tooltip = action.parameters[i].tooltip;
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string tooltip = action.parameters[i].tooltip;
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ePrefabs.Add(propertyName, AddParam(propertyName, param, caption, tooltip));
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}
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AddParam(propertyName, param, caption, tooltip);
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foreach (var p in action.parameters)
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{
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if (p.collapseParams == null) return;
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EventPropertyPrefab input = ePrefabs[p.propertyName].GetComponent<EventPropertyPrefab>();
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foreach (var c in p.collapseParams)
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{
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List<GameObject> collapseables = new();
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foreach (var s in c.collapseables)
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{
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collapseables.Add(ePrefabs[s]);
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}
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input.propertyCollapses.Add(new EventPropertyPrefab.PropertyCollapse(collapseables, c.CollapseOn));
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}
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input.SetCollapses(p.parameter);
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}
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}
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active = true;
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active = true;
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@ -112,7 +129,7 @@ namespace HeavenStudio.Editor
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}
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}
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}
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}
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private void AddParam(string propertyName, object type, string caption, string tooltip = "")
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private GameObject AddParam(string propertyName, object type, string caption, string tooltip = "")
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{
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{
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GameObject prefab = IntegerP;
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GameObject prefab = IntegerP;
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GameObject input;
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GameObject input;
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@ -164,8 +181,9 @@ namespace HeavenStudio.Editor
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else
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else
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{
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{
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Debug.LogError("Can't make property interface of type: " + type.GetType());
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Debug.LogError("Can't make property interface of type: " + type.GetType());
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return;
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return null;
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}
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}
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return input;
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}
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}
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private GameObject InitPrefab(GameObject prefab, string tooltip = "")
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private GameObject InitPrefab(GameObject prefab, string tooltip = "")
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@ -16,8 +16,10 @@ namespace HeavenStudio.Editor
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public TMP_Text caption;
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public TMP_Text caption;
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public EventParameterManager parameterManager;
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public EventParameterManager parameterManager;
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public string propertyName;
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public string propertyName;
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public List<PropertyCollapse> propertyCollapses = new List<PropertyCollapse>();
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public void SetProperties(string propertyName, object type, string caption) {}
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public void SetProperties(string propertyName, object type, string caption) {}
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public virtual void SetCollapses(object type) { }
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public void InitProperties(string propertyName, string caption)
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public void InitProperties(string propertyName, string caption)
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{
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{
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@ -25,5 +27,28 @@ namespace HeavenStudio.Editor
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this.propertyName = propertyName;
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this.propertyName = propertyName;
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this.caption.text = caption;
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this.caption.text = caption;
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}
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}
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public void UpdateCollapse(object type)
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{
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foreach (var p in propertyCollapses)
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{
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foreach (var c in p.collapseables)
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{
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c.SetActive(p.collapseOn(type) && gameObject.activeSelf);
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}
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}
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}
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public class PropertyCollapse
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{
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public List<GameObject> collapseables;
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public Func<object, bool> collapseOn;
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public PropertyCollapse(List<GameObject> collapseables, Func<object, bool> collapseOn)
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{
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this.collapseables = collapseables;
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this.collapseOn = collapseOn;
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}
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}
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}
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}
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}
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}
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@ -30,6 +30,14 @@ namespace HeavenStudio.Editor
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);
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);
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}
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}
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public override void SetCollapses(object type)
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{
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toggle.onValueChanged.AddListener(
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_ => UpdateCollapse(toggle.isOn)
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);
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UpdateCollapse(toggle.isOn);
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}
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private void Update()
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private void Update()
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{
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{
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}
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}
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@ -43,6 +43,12 @@ namespace HeavenStudio.Editor
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ColorTable.gameObject.SetActive(false);
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ColorTable.gameObject.SetActive(false);
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}
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}
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public override void SetCollapses(object type)
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{
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colorPreview.colorPicker.onColorChanged += _ => UpdateCollapse(colorPreview.colorPicker.color);
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UpdateCollapse(colorPreview.colorPicker.color);
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}
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private void Update()
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private void Update()
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{
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{
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if (colorTableActive)
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if (colorTableActive)
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@ -17,13 +17,14 @@ namespace HeavenStudio.Editor
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[Header("Dropdown")]
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[Header("Dropdown")]
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[Space(10)]
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[Space(10)]
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public TMP_Dropdown dropdown;
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public TMP_Dropdown dropdown;
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private Array enumVals;
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new public void SetProperties(string propertyName, object type, string caption)
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new public void SetProperties(string propertyName, object type, string caption)
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{
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{
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InitProperties(propertyName, caption);
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InitProperties(propertyName, caption);
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var enumType = type.GetType();
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var enumType = type.GetType();
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var enumVals = Enum.GetValues(enumType);
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enumVals = Enum.GetValues(enumType);
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var enumNames = Enum.GetNames(enumType).ToList();
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var enumNames = Enum.GetNames(enumType).ToList();
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// Can we assume non-holey enum?
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// Can we assume non-holey enum?
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@ -42,6 +43,12 @@ namespace HeavenStudio.Editor
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);
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);
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}
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}
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public override void SetCollapses(object type)
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{
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dropdown.onValueChanged.AddListener(_ => UpdateCollapse((int)enumVals.GetValue(dropdown.value)));
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UpdateCollapse((int)enumVals.GetValue(dropdown.value));
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}
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private void Update()
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private void Update()
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{
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{
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}
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}
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@ -94,6 +94,56 @@ namespace HeavenStudio.Editor
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}
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}
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}
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}
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public override void SetCollapses(object type)
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{
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switch (type)
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{
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case EntityTypes.Integer integer:
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slider.onValueChanged.AddListener(
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_ =>
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{
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UpdateCollapse((int)slider.value);
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}
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);
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inputField.onEndEdit.AddListener(
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_ =>
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{
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UpdateCollapse((int)slider.value);
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}
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);
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UpdateCollapse((int)slider.value);
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break;
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case EntityTypes.Float fl:
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slider.onValueChanged.AddListener(
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_ =>
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{
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var newValue = (float)Math.Round(slider.value, 4);
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UpdateCollapse(newValue);
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}
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);
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var newValue = (float)Math.Round(slider.value, 4);
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UpdateCollapse(newValue);
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inputField.onEndEdit.AddListener(
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_ =>
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{
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UpdateCollapse(slider.value);
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}
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);
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break;
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default:
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throw new ArgumentOutOfRangeException(
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nameof(type), type, "I don't know how to make a property of this type!"
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);
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}
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}
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private void Update()
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private void Update()
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{
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{
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}
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}
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@ -42,6 +42,16 @@ namespace HeavenStudio.Editor
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);
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);
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}
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}
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public override void SetCollapses(object type)
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{
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inputFieldString.onValueChanged.AddListener(
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_ =>
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{
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UpdateCollapse(inputFieldString.text);
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});
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UpdateCollapse(inputFieldString.text);
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}
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private void Update()
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private void Update()
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{
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{
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}
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}
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@ -467,6 +467,7 @@ namespace HeavenStudio
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public object parameter;
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public object parameter;
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public string propertyCaption;
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public string propertyCaption;
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public string tooltip;
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public string tooltip;
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public List<CollapseParam> collapseParams;
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/// <summary>
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/// <summary>
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/// A parameter that changes the function of a GameAction.
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/// A parameter that changes the function of a GameAction.
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@ -474,12 +475,29 @@ namespace HeavenStudio
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/// <param name="propertyName">The name of the variable that's being changed.</param>
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/// <param name="propertyName">The name of the variable that's being changed.</param>
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/// <param name="parameter">The value of the parameter</param>
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/// <param name="parameter">The value of the parameter</param>
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/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
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/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
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public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
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public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "", List<CollapseParam> collapseParams = null)
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{
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{
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this.propertyName = propertyName;
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this.propertyName = propertyName;
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this.parameter = parameter;
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this.parameter = parameter;
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this.propertyCaption = propertyCaption;
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this.propertyCaption = propertyCaption;
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this.tooltip = tooltip;
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this.tooltip = tooltip;
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this.collapseParams = collapseParams;
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}
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public class CollapseParam
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{
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public Func<object, bool> CollapseOn;
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public string[] collapseables;
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/// <summary>
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/// Class that decides how other parameters will be collapsed
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/// </summary>
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/// <param name="collapseOn">What values should make it collapse/uncollapse?</param>
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/// <param name="collapseables">IDs of the parameters to collapse</param>
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public CollapseParam(Func<object, bool> collapseOn, string[] collapseables)
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{
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CollapseOn = collapseOn;
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this.collapseables = collapseables;
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}
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}
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}
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}
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}
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