using UnityExplorer.ObjectExplorer; using UniverseLib.UI; using UniverseLib.UI.Models; namespace UnityExplorer.UI.Panels { public class ObjectExplorerPanel : UEPanel { public override string Name => "Object Explorer"; public override UIManager.Panels PanelType => UIManager.Panels.ObjectExplorer; public override int MinWidth => 350; public override int MinHeight => 200; public override Vector2 DefaultAnchorMin => new(0.125f, 0.175f); public override Vector2 DefaultAnchorMax => new(0.325f, 0.925f); public SceneExplorer SceneExplorer; public ObjectSearch ObjectSearch; public override bool ShowByDefault => true; public override bool ShouldSaveActiveState => true; public int SelectedTab = 0; private readonly List tabPages = new(); private readonly List tabButtons = new(); public ObjectExplorerPanel(UIBase owner) : base(owner) { } public void SetTab(int tabIndex) { if (SelectedTab != -1) DisableTab(SelectedTab); UIModel content = tabPages[tabIndex]; content.SetActive(true); ButtonRef button = tabButtons[tabIndex]; RuntimeHelper.SetColorBlock(button.Component, UniversalUI.EnabledButtonColor, UniversalUI.EnabledButtonColor * 1.2f); SelectedTab = tabIndex; SaveInternalData(); } private void DisableTab(int tabIndex) { tabPages[tabIndex].SetActive(false); RuntimeHelper.SetColorBlock(tabButtons[tabIndex].Component, UniversalUI.DisabledButtonColor, UniversalUI.DisabledButtonColor * 1.2f); } public override void Update() { if (SelectedTab == 0) SceneExplorer.Update(); else ObjectSearch.Update(); } public override string ToSaveData() { return string.Join("|", new string[] { base.ToSaveData(), SelectedTab.ToString() }); } protected override void ApplySaveData(string data) { base.ApplySaveData(data); try { int tab = int.Parse(data.Split('|').Last()); SelectedTab = tab; } catch { SelectedTab = 0; } SelectedTab = Math.Max(0, SelectedTab); SelectedTab = Math.Min(1, SelectedTab); SetTab(SelectedTab); } protected override void ConstructPanelContent() { // Tab bar GameObject tabGroup = UIFactory.CreateHorizontalGroup(ContentRoot, "TabBar", true, true, true, true, 2, new Vector4(2, 2, 2, 2)); UIFactory.SetLayoutElement(tabGroup, minHeight: 25, flexibleHeight: 0); // Scene Explorer SceneExplorer = new SceneExplorer(this); SceneExplorer.ConstructUI(ContentRoot); tabPages.Add(SceneExplorer); // Object search ObjectSearch = new ObjectSearch(this); ObjectSearch.ConstructUI(ContentRoot); tabPages.Add(ObjectSearch); // set up tabs AddTabButton(tabGroup, "Scene Explorer"); AddTabButton(tabGroup, "Object Search"); // default active state: Active this.SetActive(true); } private void AddTabButton(GameObject tabGroup, string label) { ButtonRef button = UIFactory.CreateButton(tabGroup, $"Button_{label}", label); int idx = tabButtons.Count; //button.onClick.AddListener(() => { SetTab(idx); }); button.OnClick += () => { SetTab(idx); }; tabButtons.Add(button); DisableTab(tabButtons.Count - 1); } } }