Files
UnityExplorer/src/Inspectors/Reflection/InteractiveValue/InteractiveFlags.cs
2020-11-17 02:05:45 +11:00

147 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.Helpers;
using UnityExplorer.UI;
namespace UnityExplorer.Inspectors.Reflection
{
public class InteractiveFlags : InteractiveEnum
{
public InteractiveFlags(object value, Type valueType) : base(value, valueType)
{
m_toggles = new Toggle[m_values.Length];
m_enabledFlags = new bool[m_values.Length];
}
public override bool HasSubContent => true;
public override bool SubContentWanted => Owner.CanWrite;
public override bool WantInspectBtn => false;
internal bool[] m_enabledFlags;
internal Toggle[] m_toggles;
public override void OnValueUpdated()
{
base.OnValueUpdated();
if (Owner.CanWrite)
{
var enabledNames = new List<string>();
var enabled = Value?.ToString().Split(',').Select(it => it.Trim());
if (enabled != null)
enabledNames.AddRange(enabled);
for (int i = 0; i < m_values.Length; i++)
{
m_enabledFlags[i] = enabledNames.Contains(m_values[i].Value);
}
}
}
public override void RefreshUIForValue()
{
GetDefaultLabel();
m_baseLabel.text = DefaultLabel;
if (m_subContentConstructed)
{
for (int i = 0; i < m_values.Length; i++)
{
var toggle = m_toggles[i];
if (toggle.isOn != m_enabledFlags[i])
toggle.isOn = m_enabledFlags[i];
}
}
}
private void SetValueFromToggles()
{
string val = "";
for (int i = 0; i < m_values.Length; i++)
{
if (m_enabledFlags[i])
{
if (val != "") val += ", ";
val += m_values[i].Value;
}
}
var type = Value?.GetType() ?? FallbackType;
Value = Enum.Parse(type, val);
RefreshUIForValue();
Owner.SetValue();
}
internal override void OnToggleSubcontent(bool toggle)
{
base.OnToggleSubcontent(toggle);
RefreshUIForValue();
}
public override void ConstructUI(GameObject parent, GameObject subGroup)
{
base.ConstructUI(parent, subGroup);
}
public override void ConstructSubcontent()
{
m_subContentConstructed = true;
if (Owner.CanWrite)
{
var groupObj = UIFactory.CreateVerticalGroup(m_subContentParent, new Color(1, 1, 1, 0));
var group = groupObj.GetComponent<VerticalLayoutGroup>();
group.childForceExpandHeight = true;
group.childForceExpandWidth = false;
group.childControlHeight = true;
group.childControlWidth = true;
group.padding.top = 3;
group.padding.left = 3;
group.padding.right = 3;
group.padding.bottom = 3;
group.spacing = 5;
// apply button
var applyObj = UIFactory.CreateButton(groupObj, new Color(0.3f, 0.3f, 0.3f));
var applyLayout = applyObj.AddComponent<LayoutElement>();
applyLayout.minHeight = 25;
applyLayout.minWidth = 50;
var applyText = applyObj.GetComponentInChildren<Text>();
applyText.text = "Apply";
var applyBtn = applyObj.GetComponent<Button>();
applyBtn.onClick.AddListener(SetValueFromToggles);
// toggles
for (int i = 0; i < m_values.Length; i++)
{
AddToggle(i, groupObj);
}
}
}
internal void AddToggle(int index, GameObject groupObj)
{
var value = m_values[index];
var toggleObj = UIFactory.CreateToggle(groupObj, out Toggle toggle, out Text text, new Color(0.1f, 0.1f, 0.1f));
var toggleLayout = toggleObj.AddComponent<LayoutElement>();
toggleLayout.minWidth = 100;
toggleLayout.flexibleWidth = 2000;
toggleLayout.minHeight = 25;
m_toggles[index] = toggle;
toggle.onValueChanged.AddListener((bool val) => { m_enabledFlags[index] = val; });
text.text = $"{value.Key}: {value.Value}";
}
}
}