Neg_Utils/NEG/UI/UnityUi/Window/MonoWindow.cs
2023-06-12 19:33:57 +02:00

75 lines
2.3 KiB
C#

using NEG.UI.Area;
using NEG.UI.UnityUi.Buttons;
using NEG.UI.UnityUi.WindowSlot;
using NEG.UI.Window;
using NEG.UI.WindowSlot;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
namespace NEG.UI.UnityUi.Window
{
public class MonoWindow : MonoBehaviour, IWindow
{
public IEnumerable<IWindowSlot> AvailableSlots => windowSlots;
public IWindowSlot Parent { get; private set; }
public bool IsMainWindow { get; private set; }
private IWindowSlot DefaultWindowSlot => windowSlots[0];
[SerializeField] private List<MonoWindowSlot> windowSlots;
[SerializeField] private WindowController controller;
[SerializeField] private GameObject defaultSelectedItem;
public void SetOpenedState(IWindowSlot parentSlot)
{
gameObject.SetActive(true);
Parent = parentSlot;
EventSystem.current.SetSelectedGameObject(defaultSelectedItem);
if (controller != null)
controller.OnOpened();
}
public void SetData(object data)
{
if (controller != null)
controller.SetData(data);
}
public void SetClosedState()
{
gameObject.SetActive(false);
Parent = null;
((ISlotsHolder)this).CloseAllWindows();
if(controller != null)
controller.OnClosed();
}
public void SetHiddenState() => gameObject.SetActive(false);
public void SeVisibleState() => gameObject.SetActive(true);
private void Awake() => ((IWindow)this).SetHiddenState();
private void OnValidate()
{
if (controller == null)
controller = GetComponent<WindowController>();
#if !NEG_UI_DISABLE_WARNING_DEFAULT_SELECTION
if(defaultSelectedItem == null)
Debug.LogWarning($"Window {name} should have default selected item set");
#endif
}
public void OpenWindow(IWindow window, object data = null)
{
DefaultWindowSlot.AttachWindow(window);
window.SetData(data);
}
public void SetDefaultSelectedItem(GameObject item) => defaultSelectedItem = item;
}
}