mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-04 23:37:27 +00:00
3cdb63917e
* 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!!
120 lines
No EOL
4 KiB
C#
120 lines
No EOL
4 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.EventSystems;
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using UnityEngine.UI;
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using TMPro;
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namespace HeavenStudio.Editor
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{
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public class Tooltip : MonoBehaviour
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{
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private RectTransform rectTransform;
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[SerializeField] private RectTransform canvasRect;
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[SerializeField] private RectTransform background;
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[SerializeField] private TMP_Text text;
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[SerializeField] private CanvasGroup group;
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public static Tooltip instance { get; private set; }
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private void Awake()
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{
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instance = this;
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rectTransform = GetComponent<RectTransform>();
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group.alpha = 0;
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}
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private void Update()
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{
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Vector3 anchoredPosition = Input.mousePosition;
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Camera camera = Editor.instance.EditorCamera;
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Vector3 canvasScale = Editor.instance.MainCanvas.transform.localScale;
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Vector2 scale = new Vector2(canvasScale.x, canvasScale.y);
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float toolTipScale = camera.pixelWidth / 1280f;
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if (anchoredPosition.x + background.rect.width * toolTipScale > camera.pixelWidth)
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{
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anchoredPosition.x = camera.pixelWidth - background.rect.width * toolTipScale;
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}
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if (anchoredPosition.x < -camera.pixelWidth)
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{
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anchoredPosition.x = -camera.pixelWidth;
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}
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if (anchoredPosition.y + background.rect.height * toolTipScale > camera.pixelHeight)
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{
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anchoredPosition.y = camera.pixelHeight - background.rect.height * toolTipScale;
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}
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if (anchoredPosition.y < -camera.pixelHeight)
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{
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anchoredPosition.y = -camera.pixelHeight;
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}
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anchoredPosition.z = camera.nearClipPlane;
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anchoredPosition = camera.ScreenToWorldPoint(anchoredPosition);
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rectTransform.anchoredPosition = anchoredPosition / scale;
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}
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public static void OnEnter(string tooltipText, string altTooltipText)
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{
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instance.OnEnterPrivate(tooltipText, altTooltipText);
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}
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public static void OnExit()
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{
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instance.OnExitPrivate();
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Editor.instance.tooltipText.text = "";
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Editor.instance.tooltipText.ForceMeshUpdate();
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}
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private void OnEnterPrivate(string tooltipText, string altTooltipText)
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{
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group.alpha = 1;
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text.text = tooltipText;
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text.ForceMeshUpdate();
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Vector2 textSize = text.GetRenderedValues(false);
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Vector2 paddingSize = new Vector2(8, 8);
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background.sizeDelta = textSize + paddingSize;
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Editor.instance.tooltipText.text = altTooltipText.Replace("\n", "");
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Editor.instance.tooltipText.ForceMeshUpdate();
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}
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private void OnExitPrivate()
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{
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group.alpha = 0;
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}
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private void SetText(string tooltipText)
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{
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text.text = tooltipText;
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text.ForceMeshUpdate();
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Vector2 textSize = text.GetRenderedValues(false);
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Vector2 paddingSize = new Vector2(8, 8);
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background.sizeDelta = textSize + paddingSize;
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}
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public static void AddTooltip(GameObject g, string tooltipText, string altTooltipText = null)
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{
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altTooltipText ??= tooltipText;
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EventTrigger et = g.AddComponent<EventTrigger>();
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EventTrigger.Entry pointerEnter = new EventTrigger.Entry();
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pointerEnter.eventID = EventTriggerType.PointerEnter;
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pointerEnter.callback.AddListener((data) => { OnEnter(tooltipText, altTooltipText); });
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EventTrigger.Entry pointerExit = new EventTrigger.Entry();
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pointerExit.eventID = EventTriggerType.PointerExit;
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pointerExit.callback.AddListener((data) => { OnExit(); });
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et.triggers.Add(pointerEnter);
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et.triggers.Add(pointerExit);
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}
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}
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} |