HeavenStudioPlus/Assets/Scripts/LevelEditor/EventSelector/GridGameSelectorGame.cs

92 lines
2.6 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using DG.Tweening;
namespace HeavenStudio.Editor
{
public class GridGameSelectorGame : MonoBehaviour
{
public GameObject GameTitlePreview;
public Animator StarAnim;
public bool StarActive;
public GridGameSelector GridGameSelector;
public Texture MaskTex;
public Texture BgTex;
private Material m_Material;
private Image image;
private void Start()
{
// image = GetComponent<Image>();
Tooltip.AddTooltip(gameObject, EventCaller.instance.GetMinigame(gameObject.name).displayName);
}
private void OnEnable()
{
if (StarActive) StarAnim.Play("Appear", 0, 1);
}
public void SetupTextures()
{
if (m_Material == null)
{
if (image == null) image = GetComponent<Image>();
m_Material = Instantiate(image.material);
image.material = m_Material;
}
m_Material.SetTexture("_MaskTex", MaskTex);
m_Material.SetTexture("_BgTex", BgTex);
}
public void OnClick()
{
if (Input.GetMouseButtonUp(0))
{
GridGameSelector.SelectGame(this.gameObject.name);
}
}
public void OnDown()
{
if (Input.GetMouseButtonDown(1))
{
// while holding shift and the game icon clicked has a star, it will disable all stars.
if (Input.GetKey(KeyCode.LeftShift) && StarActive) {
for (int i = 0; i < transform.parent.childCount; i++) {
var ggsg = transform.parent.GetChild(i).GetComponent<GridGameSelectorGame>();
if (ggsg.StarActive) ggsg.Star();
}
} else {
Star();
}
}
}
public void Star()
{
StarAnim.CrossFade(StarActive ? "Disappear" : "Appear", 0.3f);
StarActive = !StarActive;
}
//TODO: animate between shapes
public void ClickIcon()
{
transform.DOScale(new Vector3(1.15f, 1.15f, 1f), 0.1f);
BgTex = GridGameSelector.Circle;
SetupTextures();
}
public void UnClickIcon()
{
transform.DOScale(new Vector3(1f, 1f, 1f), 0.1f);
BgTex = GridGameSelector.Square;
SetupTextures();
}
}
}