mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
94eeb1b0f9
tweaks to fan club face poser separate mouth and eye controls
101 lines
No EOL
3.2 KiB
C#
101 lines
No EOL
3.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System;
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using System.Linq;
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using TMPro;
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using Jukebox;
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namespace HeavenStudio.Editor
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{
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public class EventPropertyPrefab : MonoBehaviour
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{
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public TMP_Text caption;
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protected string _captionText;
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public EventParameterManager parameterManager;
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public RiqEntity entity;
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public string propertyName;
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public List<PropertyCollapse> propertyCollapses = new List<PropertyCollapse>();
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public virtual void SetProperties(string propertyName, object type, string caption)
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{
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this.parameterManager = EventParameterManager.instance;
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entity = parameterManager.entity;
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this.propertyName = propertyName;
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this.caption.text = _captionText = caption;
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}
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public virtual void SetCollapses(object type) { }
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public virtual void PostLoadProperties(object type) { }
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public void UpdateCollapse(object type)
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{
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List<EventPropertyPrefab> recursedCollapse = new() { this };
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foreach (var p in propertyCollapses)
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{
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if (p.collapseables.Count > 0)
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{
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foreach (var c in p.collapseables)
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{
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if (c != null)
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{
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c.gameObject.SetActive(p.collapseOn(type, p.entity) && gameObject.activeSelf);
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c.RecursiveUpdateCollapse(recursedCollapse);
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}
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}
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}
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else
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{
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_ = p.collapseOn(type, p.entity);
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}
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}
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}
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public void RecursiveUpdateCollapse(List<EventPropertyPrefab> updated)
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{
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if (updated == null)
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{
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updated = new();
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}
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if (updated.Contains(this))
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{
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return;
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}
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updated.Add(this);
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foreach (var p in propertyCollapses)
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{
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if (p.collapseables.Count > 0)
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{
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foreach (var c in p.collapseables)
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{
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if (c != null)
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{
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c.gameObject.SetActive(p.collapseOn(entity[propertyName], p.entity) && gameObject.activeSelf);
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c.RecursiveUpdateCollapse(updated);
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}
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}
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}
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else
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{
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_ = p.collapseOn(entity[propertyName], p.entity);
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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<EventPropertyPrefab> collapseables;
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public Func<object, RiqEntity, bool> collapseOn;
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public RiqEntity entity;
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public PropertyCollapse(List<EventPropertyPrefab> collapseables, Func<object, RiqEntity, bool> collapseOn, RiqEntity entity)
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{
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this.collapseables = collapseables;
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this.collapseOn = collapseOn;
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this.entity = entity;
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}
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}
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}
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} |