mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 12:15:11 +00:00
ec78a150a7
* play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
60 lines
No EOL
1.9 KiB
C#
60 lines
No EOL
1.9 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 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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if (p.collapseables.Count > 0) { // there could be a better way to do it, but for now this works
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foreach (var c in p.collapseables) {
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if (c != null) c.SetActive(p.collapseOn(type, p.entity) && gameObject.activeSelf);
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}
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} else {
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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 class PropertyCollapse
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{
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public List<GameObject> 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<GameObject> 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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} |