using System.Collections; using System.Collections.Generic; using UnityEngine; using Jukebox; using System.Linq; using System; using static HeavenStudio.EntityTypes; using HeavenStudio.Common; 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 NoteP; [SerializeField] private GameObject ButtonP; [SerializeField] private GameObject BooleanP; [SerializeField] private GameObject DropdownP; [SerializeField] private GameObject ColorP; [SerializeField] private GameObject StringP; private static Dictionary PropertyPrefabs; public RiqEntity entity; public bool active; private int childCountAtStart; public bool canDisable = true; public static EventParameterManager instance { get; set; } private void Awake() { instance = this; if (PropertyPrefabs == null) { PropertyPrefabs = new() { { typeof(Integer), IntegerP }, { typeof(Float), FloatP }, { typeof(Note), NoteP }, { typeof(Dropdown), DropdownP }, { typeof(Button), ButtonP }, { typeof(Color), ColorP }, { typeof(bool), BooleanP }, { typeof(string), StringP }, }; } } 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($"Select game event for {gridGameSelector.SelectedMinigame.displayName.Replace("\n", "")}"); } public void StartParams(RiqEntity entity) { active = true; AddParams(entity); } private void AddParams(RiqEntity entity) { string[] split = entity.datamodel.Split('/'); var minigame = EventCaller.instance.GetMinigame(split[0]); int actionIndex = minigame.actions.IndexOf(minigame.actions.Find(c => c.actionName == split[1])); Minigames.GameAction action = minigame.actions[actionIndex]; if (action.parameters != null) { eventSelector.SetActive(false); this.entity = entity; string col = (int)entity["track"] switch { 1 => EditorTheme.theme.properties.Layer2Col, 2 => EditorTheme.theme.properties.Layer3Col, 3 => EditorTheme.theme.properties.Layer4Col, 4 => EditorTheme.theme.properties.Layer5Col, _ => EditorTheme.theme.properties.Layer1Col }; Editor.instance.SetGameEventTitle($"Properties for {action.displayName} on Beat {entity.beat.ToString("F2")} on Track {(int)entity["track"] + 1}"); DestroyParams(); Dictionary ePrefabs = new(); for (int i = 0; i < action.parameters.Count; i++) { var p = action.parameters[i]; ePrefabs.Add(p.propertyName, AddParam(p.propertyName, p.parameter, p.caption, p.tooltip)); } foreach (var p in action.parameters) { if (p.collapseParams == null || p.collapseParams.Count == 0) continue; EventPropertyPrefab input = ePrefabs[p.propertyName].GetComponent(); foreach (var c in p.collapseParams) { List 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 = "") { Type typeType = type.GetType(); GameObject propertyPrefab = DropdownP; // enum check is hardcoded because enums are awesome (lying) if (!typeType.IsEnum && !PropertyPrefabs.TryGetValue(typeType, out propertyPrefab)) { Debug.LogError("Can't make property interface of type: " + typeType); return null; } GameObject input = Instantiate(propertyPrefab, transform); input.SetActive(true); input.transform.localScale = Vector3.one; if (tooltip != string.Empty) { if (PersistentDataManager.gameSettings.showParamTooltips) { Tooltip.AddTooltip(input, tooltip); } else { Tooltip.AddTooltip(input, "", tooltip); } } EventPropertyPrefab property = input.GetComponent(); property.SetProperties(propertyName, type, caption); return input; } private void DestroyParams() { Editor.instance.editingInputField = false; active = false; for (int i = childCountAtStart; i < transform.childCount; i++) { Destroy(transform.GetChild(i).gameObject); } } } }