final update befor pr
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@ -3,7 +3,9 @@ using NegUtils.NEG.UI;
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namespace NEG.UI.Area
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{
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public interface IArea : ISlotsHolder, IUiElement, IControllable
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public interface IArea : ISlotsHolder, IControllable
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{
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void Open();
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void Close();
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}
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}
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@ -11,13 +11,8 @@ namespace NegUtils.NEG.UI
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event Action<object> OnOpened;
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event Action OnClosed;
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/// <summary>
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///
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/// </summary>
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event Action<BackUsed> UseBack;
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public void FireOpenCallback(object data);
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public void FireOnClosed();
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public void FireUseBack(ref BackUsed backUsed);
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public void TryUseBack(ref BackUsed backUsed);
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}
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}
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@ -2,10 +2,6 @@
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{
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public interface IController
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{
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void OnOpened(object data);
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void OnClosed();
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void UseBack(IControllable.BackUsed backUsed);
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IControllable Controllable { get; }
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}
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}
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@ -1,11 +0,0 @@
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namespace NEG.UI
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{
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public interface IUiElement
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{
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/// <summary>
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/// Sets only visible state of element
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/// </summary>
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/// <param name="setEnabled"></param>
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void SetEnabled(bool setEnabled);
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}
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}
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@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 296bf6969a6347f8aea788a7bdd086af
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timeCreated: 1670693177
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@ -23,11 +23,11 @@ namespace NEG.UI
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get => currentArea;
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set
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{
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currentArea?.SetEnabled(false);
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currentArea?.Close();
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currentArea = value;
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currentArea?.SetEnabled(true);
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currentArea?.Open();
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}
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}
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@ -130,10 +130,10 @@ namespace NEG.UI
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{
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IControllable.BackUsed backUsed = new();
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CurrentMainWindow?.FireUseBack(ref backUsed);
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CurrentMainWindow?.TryUseBack(ref backUsed);
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if(backUsed.Used)
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return;
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CurrentArea.FireUseBack(ref backUsed);
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CurrentArea.TryUseBack(ref backUsed);
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}
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@ -1,27 +1,19 @@
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using NEG.UI.Window;
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using KBCore.Refs;
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using NEG.UI.UnityUi;
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using NEG.UI.Window;
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using NegUtils.NEG.UI;
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using System;
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using UnityEngine;
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namespace NEG.UI.Area
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{
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public class CloseMainWindowOnBack : MonoBehaviour, IController
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public class CloseMainWindowOnBack : MonoController
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{
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private IControllable controllable;
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public void OnOpened(object data) { }
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public void OnClosed() { }
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public void UseBack(IControllable.BackUsed backUsed)
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protected override void UseBack(IControllable.BackUsed backUsed)
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{
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base.UseBack(backUsed);
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UiManager.Instance.CurrentMainWindow.Close();
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backUsed.Used = true;
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}
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private void Awake()
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{
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controllable = GetComponent<IControllable>();
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controllable.UseBack += UseBack;
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}
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}
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}
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@ -10,7 +10,7 @@ using System;
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namespace NEG.UI.Area
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{
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public class MonoArea : MonoBehaviour, IArea, IControllable
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public class MonoArea : MonoBehaviour, IArea
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{
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public event Action<object> OnOpened;
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public event Action OnClosed;
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@ -22,34 +22,38 @@ namespace NEG.UI.Area
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[SerializeField] private bool setAsDefaultArea;
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[SerializeField] private List<MonoWindowSlot> windowSlots;
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public void Open()
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{
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gameObject.SetActive(true);
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OnOpened?.Invoke(null);
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}
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public virtual void SetEnabled(bool setEnabled) => gameObject.SetActive(setEnabled);
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public void Close(){
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gameObject.SetActive(false);
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OnClosed?.Invoke();
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}
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public void OpenWindow(IWindow window, object data = null) => DefaultWindowSlot.AttachWindow(window, data);
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public virtual void OpenWindow(IWindow window, object data = null) => DefaultWindowSlot.AttachWindow(window, data);
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protected virtual void Awake()
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private void Awake()
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{
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if (setAsDefaultArea)
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UiManager.Instance.CurrentArea = this;
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}
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protected void Start()
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private void Start()
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{
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if(!setAsDefaultArea)
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SetEnabled(false);
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Close();
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}
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protected virtual void OnDestroy()
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private void OnDestroy()
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{
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if (ReferenceEquals(UiManager.Instance.CurrentArea, this))
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UiManager.Instance.CurrentArea = null;
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}
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public void FireOpenCallback(object data) => OnOpened?.Invoke(data);
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public void FireOnClosed() => OnClosed?.Invoke();
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public void FireUseBack(ref IControllable.BackUsed backUsed) => UseBack?.Invoke(backUsed);
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public void TryUseBack(ref IControllable.BackUsed backUsed) => UseBack?.Invoke(backUsed);
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}
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}
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@ -7,12 +7,10 @@ namespace NEG.UI.UnityUi
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{
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public abstract class MonoController : MonoBehaviour, IController
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{
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public IControllable Controllable => controllable.Value;
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[SerializeField, Self] protected InterfaceRef<IControllable> controllable;
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public virtual void OnOpened(object data) { }
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public virtual void OnClosed() { }
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protected virtual void Awake()
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{
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controllable.Value.OnOpened += OnOpened;
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@ -21,9 +19,11 @@ namespace NEG.UI.UnityUi
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}
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private void OnValidate() => this.ValidateRefs();
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protected virtual void OnOpened(object data) { }
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public virtual void UseBack(IControllable.BackUsed obj)
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{
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}
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protected virtual void OnClosed() { }
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protected virtual void UseBack(IControllable.BackUsed obj) { }
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}
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}
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@ -5,26 +5,15 @@ using UnityEngine;
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namespace NEG.UI.UnityUi.Window
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{
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public class CloseWindowOnBack : MonoBehaviour, IController
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public class CloseWindowOnBack : MonoController
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{
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[SerializeField, Self(Flag.Editable)] private MonoWindow window;
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private IControllable controllable;
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public void OnOpened(object data) { }
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public void OnClosed() { }
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public void UseBack(IControllable.BackUsed backUsed)
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protected override void UseBack(IControllable.BackUsed backUsed)
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{
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base.UseBack(backUsed);
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window.Close();
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backUsed.Used = true;
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}
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private void Awake()
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{
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controllable = GetComponent<IControllable>();
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controllable.UseBack += UseBack;
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}
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}
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}
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@ -20,24 +20,23 @@ namespace NEG.UI.UnityUi.Window
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public IEnumerable<IWindowSlot> AvailableSlots => windowSlots;
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public IWindowSlot Parent { get; private set; }
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public IController Controller { get; }
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public bool IsMainWindow { get; private set; }
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private IWindowSlot DefaultWindowSlot => windowSlots[0];
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[SerializeField] private List<MonoWindowSlot> windowSlots;
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[SerializeField] private MonoController monoController;
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[SerializeField] private GameObject defaultSelectedItem;
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public void SetOpenedState(IWindowSlot parentSlot)
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public void SetOpenedState(IWindowSlot parentSlot, object data)
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{
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gameObject.SetActive(true);
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Parent = parentSlot;
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EventSystem.current.SetSelectedGameObject(defaultSelectedItem);
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if (parentSlot.OpenWindowAsMain)
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UiManager.Instance.SetMainWindow(this);
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OnOpened?.Invoke(data);
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}
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public void SetClosedState()
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@ -46,8 +45,7 @@ namespace NEG.UI.UnityUi.Window
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Parent = null;
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((ISlotsHolder)this).CloseAllWindows();
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UiManager.Instance.OnWindowClosed(this);
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if(monoController != null)
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monoController.OnClosed();
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OnClosed?.Invoke();
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}
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public void SetHiddenState() => gameObject.SetActive(false);
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@ -58,8 +56,6 @@ namespace NEG.UI.UnityUi.Window
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private void OnValidate()
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{
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if (monoController == null)
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monoController = GetComponent<MonoController>();
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#if !NEG_UI_DISABLE_WARNING_DEFAULT_SELECTION
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if(defaultSelectedItem == null)
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Debug.LogWarning($"Window {name} should have default selected item set");
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@ -70,10 +66,6 @@ namespace NEG.UI.UnityUi.Window
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public void SetDefaultSelectedItem(GameObject item) => defaultSelectedItem = item;
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public void FireOpenCallback(object data) => OnOpened?.Invoke(data);
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public void FireOnClosed() => OnClosed?.Invoke();
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public void FireUseBack(ref IControllable.BackUsed backUsed) => UseBack?.Invoke(backUsed);
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public void TryUseBack(ref IControllable.BackUsed backUsed) => UseBack?.Invoke(backUsed);
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}
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}
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@ -9,11 +9,10 @@ namespace NEG.UI.WindowSlot
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public IWindow CurrentWindow
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{
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get => currentWindow;
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set
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protected set
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{
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currentWindow?.SetClosedState();
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currentWindow = value;
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currentWindow?.SetOpenedState(this);
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}
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}
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@ -22,7 +21,7 @@ namespace NEG.UI.WindowSlot
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public override void AttachWindow(IWindow window, object data)
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{
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CurrentWindow = window;
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window.FireOpenCallback(data);
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window.SetOpenedState(this, data);
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}
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public override void DetachWindow(IWindow window) => CurrentWindow = null;
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@ -21,7 +21,6 @@ namespace NegUtils.NEG.UI.UnityUi.WindowSlot
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currentWindow?.SetHiddenState();
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currentWindow = value;
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windowsHistory.Add(currentWindow);
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currentWindow?.SetOpenedState(this);
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}
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}
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@ -32,7 +31,7 @@ namespace NegUtils.NEG.UI.UnityUi.WindowSlot
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public override void AttachWindow(IWindow window, object data)
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{
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CurrentWindow = window;
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CurrentWindow.FireOpenCallback(data);
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CurrentWindow.SetOpenedState(this, data);
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}
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public override void DetachWindow(IWindow window)
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@ -12,14 +12,13 @@ namespace NEG.UI.Window
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/// Parent slot of this window.
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/// </summary>
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IWindowSlot Parent { get; }
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IController Controller { get; }
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/// <summary>
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/// Called internally by slot to open window.
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/// </summary>
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/// <param name="parentSlot">slot that opens window</param>
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void SetOpenedState(IWindowSlot parentSlot);
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/// <param name="data">data</param>
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void SetOpenedState(IWindowSlot parentSlot, object data);
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/// <summary>
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/// Called internally to close window by slot.
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