HeavenStudioPlus/Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs
minenice55 94eeb1b0f9 recursive collapsing properties
tweaks to fan club face poser
separate mouth and eye controls
2024-05-14 00:39:59 +00:00

195 lines
No EOL
6.7 KiB
C#

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<Type, GameObject> PropertyPrefabs;
public RiqEntity entity;
public bool active;
private int childCountAtStart;
public Dictionary<string, EventPropertyPrefab> currentProperties = new();
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(NoteSampleDropdown), 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($"Select game event for {gridGameSelector.SelectedMinigame.displayName.Replace("\n", "")}");
Editor.instance?.SetGameEventTitle(gridGameSelector.SelectedMinigame.displayName.Replace("\n", ""));
}
public void StartParams(RiqEntity entity)
{
active = true;
AddParams(entity);
}
private void AddParams(RiqEntity entity)
{
string[] split = entity.datamodel.Split('/');
var minigame = EventCaller.instance.GetMinigame(split[0]);
Minigames.GameAction action = minigame.actions.Find(c => c.actionName == split[1]);
if (action.parameters != null)
{
eventSelector.SetActive(false);
this.entity = entity;
string col = (int)entity["track"] switch
{
1 => EditorTheme.theme.properties.Layer2Col,
2 => EditorTheme.theme.properties.Layer3Col,
3 => EditorTheme.theme.properties.Layer4Col,
4 => EditorTheme.theme.properties.Layer5Col,
_ => EditorTheme.theme.properties.Layer1Col
};
string gameName = action.displayName;
const int cutOff = 20;
if (gameName.Length > (cutOff + 3)) {
gameName = gameName[..cutOff] + "...";
}
Editor.instance.SetGameEventTitle($"<color=#{col}>{gameName}</color> at ♪ {entity.beat:F2} on <color=#{col}>Track {(int)entity["track"] + 1}</color>");
DestroyParams();
for (int i = 0; i < action.parameters.Count; i++)
{
var p = action.parameters[i];
currentProperties.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 = currentProperties[p.propertyName];
foreach (var c in p.collapseParams)
{
List<EventPropertyPrefab> collapseables = c.collapseables.Select(x => currentProperties[x]).ToList();
input.propertyCollapses.Add(new EventPropertyPrefab.PropertyCollapse(collapseables, c.CollapseOn, entity));
}
input.SetCollapses(p.parameter);
}
foreach (var p in action.parameters)
{
EventPropertyPrefab prop = currentProperties[p.propertyName];
prop.PostLoadProperties(p.parameter);
}
active = true;
}
else
{
active = false;
}
}
private EventPropertyPrefab 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)
{
Tooltip.AddTooltip(input, tooltip, null, PersistentDataManager.gameSettings.showParamTooltips);
}
EventPropertyPrefab property = input.GetComponent<EventPropertyPrefab>();
property.SetProperties(propertyName, type, caption);
return property;
}
private void DestroyParams()
{
Editor.instance.editingInputField = false;
active = false;
for (int i = childCountAtStart; i < transform.childCount; i++)
{
Destroy(transform.GetChild(i).gameObject);
}
currentProperties.Clear();
}
}
}