Neg_Utils/NEG/UI/UnityUi/MonoUiManager.cs
2024-02-12 21:26:24 +01:00

101 lines
3.9 KiB
C#

using NEG.UI.Area;
using NEG.UI.Popup;
using NEG.UI.UnityUi.Buttons.Reaction;
using NEG.UI.UnityUi.Buttons.Settings;
using NEG.UI.UnityUi.Popup;
using NEG.UI.UnityUi.Window;
using NEG.Utils;
using System;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace NEG.UI.UnityUi
{
/// <summary>
/// Implements ui using UnityUI and Unity Event System with New Input System.
/// <para>You have to provide prefabs within resources:</para>
/// <para> - UI/PopupCanvas - prefab with canvas to create popups (will be created on every scene)</para>
/// <para>
/// - UI/DefaultPopupPrefab - prefab of default popup with 2 options (has to have
/// <see cref="MonoDefaultPopup" /> component)
/// </para>
/// NEG_UI_DISABLE_WARNING_DEFAULT_SELECTION
/// </summary>
public class MonoUiManager : UiManager, IDisposable
{
private readonly GameObject canvasPrefab;
//TODO: editor to auto add slots, buttons
private readonly MonoDefaultPopup defaultPopupPrefab;
private readonly UiInputModule inputModule;
public MonoUiManager(IArea startArea, Type inputModuleType, ButtonSettings defaultUiSettings) : base(startArea)
{
Instance = this;
var popupCanvas = Resources.Load<GameObject>("UI/PopupCanvas");
var defaultPopup = Resources.Load<GameObject>("UI/DefaultPopupPrefab");
Assert.IsNotNull(popupCanvas,
"No canvas prefab was provided. Please check MonoUiManager class documentation");
Assert.IsNotNull(defaultPopup,
"No popup prefab was provided. Please check MonoUiManager class documentation");
Assert.IsNotNull(popupCanvas.GetComponent<Canvas>());
Assert.IsNotNull(defaultPopup.GetComponent<MonoDefaultPopup>());
canvasPrefab = popupCanvas;
defaultPopupPrefab = defaultPopup.GetComponent<MonoDefaultPopup>();
SpawnDefaultPopup();
SceneManager.activeSceneChanged += (_, _) => SpawnDefaultPopup();
BehavioursFactory = new KeyBasedFactory<string, ButtonElementBehaviour>();
BehavioursFactory.FireRegistration();
inputModule = (UiInputModule)Activator.CreateInstance(inputModuleType);
DefaultUiSettings = defaultUiSettings;
}
//TODO: use default unity selection
//TODO: window snaping to slots
public static new MonoUiManager Instance { get; private set; }
public ButtonSettings DefaultUiSettings { get; }
public KeyBasedFactory<string, ButtonElementBehaviour> BehavioursFactory { get; }
public override void Dispose()
{
base.Dispose();
Instance = null;
}
protected override void UpdatePopupsState(bool forceShow, int priority = 0, PopupData data = null)
{
base.UpdatePopupsState(forceShow, priority, data);
if (inputModule.CurrentSelectionSource != SelectionSource.Direction)
return;
if (CurrentPopup == null && (EventSystem.current.currentSelectedGameObject == null ||
!EventSystem.current.currentSelectedGameObject.activeInHierarchy))
{
if (((MonoWindow)CurrentMainWindow).DefaultSelectedItem == null)
return;
EventSystem.current.SetSelectedGameObject(((MonoWindow)CurrentMainWindow).DefaultSelectedItem);
}
}
private void SpawnDefaultPopup()
{
var canvas = Object.Instantiate(canvasPrefab);
canvas.name = "DefaultPopupCanvas";
SetDefaultPopup(Object.Instantiate(defaultPopupPrefab, canvas.transform));
currentDefaultPopup.Close(true);
}
}
}