HeavenStudioPlus/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs
EpicGamer2469 bef6fb2bbb Updates to note paramaters + some additional sound fixes (for r2) (#834)
* Note param stuff + some other fixes

* Stuff just for r2
2024-04-08 02:18:51 +00:00

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2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Jukebox;
namespace HeavenStudio.Editor
{
public class EventPropertyPrefab : MonoBehaviour
{
public TMP_Text caption;
protected string _captionText;
public EventParameterManager parameterManager;
public RiqEntity entity;
public string propertyName;
public List<PropertyCollapse> propertyCollapses = new List<PropertyCollapse>();
public virtual void SetProperties(string propertyName, object type, string caption)
{
this.parameterManager = EventParameterManager.instance;
entity = parameterManager.entity;
this.propertyName = propertyName;
this.caption.text = _captionText = caption;
}
public virtual void SetCollapses(object type) { }
public virtual void PostLoadProperties(object type) { }
public void UpdateCollapse(object type)
{
foreach (var p in propertyCollapses)
{
if (p.collapseables.Count > 0) { // there could be a better way to do it, but for now this works
foreach (var c in p.collapseables) {
if (c != null) c.SetActive(p.collapseOn(type, p.entity) && gameObject.activeSelf);
}
} else {
_ = p.collapseOn(type, p.entity);
}
}
}
public class PropertyCollapse
{
public List<GameObject> collapseables;
public Func<object, RiqEntity, bool> collapseOn;
public RiqEntity entity;
public PropertyCollapse(List<GameObject> collapseables, Func<object, RiqEntity, bool> collapseOn, RiqEntity entity)
{
this.collapseables = collapseables;
this.collapseOn = collapseOn;
this.entity = entity;
}
}
}
}