486 lines
20 KiB
C#
486 lines
20 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A debug menu helper, meant to help create quick mobile friendly debug menus
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/// </summary>
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public class MMDebugMenu : MonoBehaviour
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{
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/// the possible directions for the menu to appear
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public enum ToggleDirections { TopToBottom, LeftToRight, RightToLeft, BottomToTop }
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[Header("Data")]
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/// the scriptable object containing the menu's data
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public MMDebugMenuData Data;
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[Header("Bindings")]
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/// the container of the whole menu
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public CanvasGroup MenuContainer;
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/// the scrolling contents
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public RectTransform Contents;
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/// the menu's background image
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public Image MenuBackground;
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/// the icon used to close the menu
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public Image CloseIcon;
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/// the tab bar (where the tab buttons go)
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public RectTransform TabBar;
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/// the tab contents container (where the contents of the page will go)
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public RectTransform TabContainer;
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/// the tab manager
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public MMDebugMenuTabManager TabManager;
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/// the MoreMountains logo
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public Image MMLogo;
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[Header("Events")]
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/// an event to call when the menu opens
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public UnityEvent OnOpenEvent;
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/// an event to call when the menu closes
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public UnityEvent OnCloseEvent;
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[Header("Test")]
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/// whether or not this menu is active at this moment
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[MMReadOnly]
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public bool Active = false;
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/// a test button to toggle the menu
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[MMInspectorButton("ToggleMenu")]
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public bool ToggleButton;
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protected RectTransform _containerRect;
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protected Vector3 _initialContainerPosition;
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protected Vector3 _offPosition;
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protected Vector3 _newPosition;
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protected bool _toggling = false;
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/// <summary>
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/// On Start we init our menu
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/// </summary>
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protected virtual void Start()
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{
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Initialization();
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}
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/// <summary>
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/// Prepares transitions and grabs components
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/// </summary>
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protected virtual void Initialization()
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{
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if (Data != null)
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{
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FillMenu();
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}
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CloseIcon.color = Data.TextColor;
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_containerRect = MenuContainer.GetComponent<RectTransform>();
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_initialContainerPosition = _containerRect.localPosition;
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MenuBackground.color = Data.BackgroundColor;
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switch (Data.ToggleDirection)
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{
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case ToggleDirections.RightToLeft:
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_offPosition = _initialContainerPosition + Vector3.right * _containerRect.rect.width;
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break;
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case ToggleDirections.LeftToRight:
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_offPosition = _initialContainerPosition + Vector3.left * _containerRect.rect.width;
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break;
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case ToggleDirections.TopToBottom:
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_offPosition = _initialContainerPosition + Vector3.up * _containerRect.rect.height;
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break;
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case ToggleDirections.BottomToTop:
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_offPosition = _initialContainerPosition + Vector3.down * _containerRect.rect.height;
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break;
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}
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_containerRect.localPosition = _offPosition;
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}
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/// <summary>
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/// Fills the menu based on the data's contents
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/// </summary>
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public virtual void FillMenu(bool triggerEvents = false)
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{
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int tabCounter = 0;
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if (MMLogo != null)
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{
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MMLogo.color = Data.TextColor;
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}
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foreach (Transform child in Contents.transform)
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{
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GameObject.Destroy(child.gameObject);
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}
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foreach (Transform child in TabBar.transform)
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Destroy(child.gameObject);
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TabManager.Tabs.Clear();
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TabManager.TabsContents.Clear();
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foreach(MMDebugMenuTabData tab in Data.Tabs)
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{
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if (!tab.Active)
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{
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continue;
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}
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// create tab in the menu
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MMDebugMenuTab tabBarTab = Instantiate(Data.TabPrefab);
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tabBarTab.SelectedBackgroundColor = Data.TextColor;
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tabBarTab.SelectedTextColor = Data.BackgroundColor;
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tabBarTab.DeselectedBackgroundColor = Data.BackgroundColor;
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tabBarTab.DeselectedTextColor = Data.TextColor;
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tabBarTab.TabText.text = tab.Name;
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tabBarTab.TabText.font = Data.RegularFont;
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tabBarTab.transform.SetParent(TabBar);
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tabBarTab.Index = tabCounter;
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tabBarTab.Manager = TabManager;
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TabManager.Tabs.Add(tabBarTab);
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// create tab contents
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MMDebugMenuTabContents contents = Instantiate(Data.TabContentsPrefab);
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contents.transform.SetParent(TabContainer);
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RectTransform rectTransform = contents.GetComponent<RectTransform>();
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rectTransform.MMSetLeft(0f);
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rectTransform.MMSetRight(0f);
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rectTransform.MMSetTop(0f);
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rectTransform.MMSetBottom(0f);
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contents.Index = tabCounter;
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FillTab(contents, tabCounter, triggerEvents);
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if (tabCounter == Data.InitialActiveTabIndex)
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{
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contents.gameObject.SetActive(true);
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tabBarTab.Select();
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}
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else
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{
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contents.gameObject.SetActive(false);
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tabBarTab.Deselect();
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}
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TabManager.TabsContents.Add(contents);
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tabCounter++;
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}
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// debug tab
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if (Data.DisplayDebugTab)
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{
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MMDebugMenuTab tabBarTab = Instantiate(Data.TabPrefab);
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tabBarTab.SelectedBackgroundColor = Data.TextColor;
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tabBarTab.SelectedTextColor = Data.BackgroundColor;
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tabBarTab.DeselectedBackgroundColor = Data.BackgroundColor;
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tabBarTab.DeselectedTextColor = Data.TextColor;
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tabBarTab.TabText.text = Data.DebugTabName;
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tabBarTab.TabText.font = Data.RegularFont;
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tabBarTab.transform.SetParent(TabBar);
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tabBarTab.Index = tabCounter;
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tabBarTab.Manager = TabManager;
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TabManager.Tabs.Add(tabBarTab);
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MMDebugMenuDebugTab debugTab = Instantiate(Data.DebugTabPrefab);
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debugTab.DebugText.color = Data.TextColor;
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debugTab.DebugText.font = Data.RegularFont;
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debugTab.transform.SetParent(TabContainer);
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debugTab.CommandPrompt.textComponent.font = Data.RegularFont;
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debugTab.CommandPrompt.textComponent.color = Data.TextColor;
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debugTab.CommandPromptCharacter.font = Data.RegularFont;
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debugTab.CommandPromptCharacter.color = Data.TextColor;
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MMDebugMenuTabContents debugTabContents = debugTab.GetComponent<MMDebugMenuTabContents>();
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debugTabContents.Index = tabCounter;
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TabManager.TabsContents.Add(debugTabContents);
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RectTransform rectTransform = debugTabContents.GetComponent<RectTransform>();
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rectTransform.MMSetLeft(0f);
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rectTransform.MMSetRight(0f);
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rectTransform.MMSetTop(0f);
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rectTransform.MMSetBottom(0f);
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if (tabCounter == Data.InitialActiveTabIndex)
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{
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debugTab.gameObject.SetActive(true);
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TabManager.Tabs[tabCounter].Select();
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}
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else
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{
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debugTab.gameObject.SetActive(false);
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TabManager.Tabs[tabCounter].Deselect();
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}
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tabCounter++;
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}
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// fill with spacers
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int spacerCount = Data.MaxTabs - tabCounter;
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for (int i = 0; i < spacerCount; i++)
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{
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RectTransform spacer = Instantiate(Data.TabSpacerPrefab);
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spacer.transform.SetParent(TabBar);
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}
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}
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protected virtual void FillTab(MMDebugMenuTabContents tab, int index, bool triggerEvents = false)
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{
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Transform parent = tab.Parent;
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foreach (MMDebugMenuItem item in Data.Tabs[index].MenuItems)
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{
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if (!item.Active)
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{
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continue;
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}
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switch (item.Type)
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{
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case MMDebugMenuItem.MMDebugMenuItemTypes.Button:
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MMDebugMenuItemButton button;
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button = (item.ButtonType == MMDebugMenuItem.MMDebugMenuItemButtonTypes.Border) ? Instantiate(Data.ButtonBorderPrefab) : Instantiate(Data.ButtonPrefab);
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button.name = "MMDebugMenuItemButton_" + item.Name;
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button.ButtonText.text = item.ButtonText;
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button.ButtonEventName = item.ButtonEventName;
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if (item.ButtonType == MMDebugMenuItem.MMDebugMenuItemButtonTypes.Border)
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{
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button.ButtonText.color = Data.AccentColor;
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button.ButtonBg.color = Data.TextColor;
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}
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else
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{
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button.ButtonText.color = Data.BackgroundColor;
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button.ButtonBg.color = Data.AccentColor;
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}
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button.ButtonText.font = Data.RegularFont;
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button.transform.SetParent(parent);
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break;
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case MMDebugMenuItem.MMDebugMenuItemTypes.Checkbox:
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MMDebugMenuItemCheckbox checkbox = Instantiate(Data.CheckboxPrefab);
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checkbox.name = "MMDebugMenuItemCheckbox_" + item.Name;
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checkbox.SwitchText.text = item.CheckboxText;
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if (item.CheckboxInitialState)
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{
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checkbox.Switch.SetTrue();
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}
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else
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{
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checkbox.Switch.SetFalse();
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}
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checkbox.CheckboxEventName = item.CheckboxEventName;
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checkbox.transform.SetParent(parent);
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checkbox.Switch.GetComponent<Image>().color = Data.AccentColor;
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checkbox.SwitchText.color = Data.TextColor;
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checkbox.SwitchText.font = Data.RegularFont;
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break;
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case MMDebugMenuItem.MMDebugMenuItemTypes.Slider:
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MMDebugMenuItemSlider slider = Instantiate(Data.SliderPrefab);
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slider.name = "MMDebugMenuItemSlider_" + item.Name;
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slider.Mode = item.SliderMode;
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slider.RemapZero = item.SliderRemapZero;
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slider.RemapOne = item.SliderRemapOne;
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slider.TargetSlider.value = MMMaths.Remap(item.SliderInitialValue, item.SliderRemapZero, item.SliderRemapOne, 0f, 1f);
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slider.transform.SetParent(parent);
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slider.SliderText.text = item.SliderText;
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slider.SliderText.color = Data.TextColor;
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slider.SliderText.font = Data.RegularFont;
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slider.SliderValueText.text = (item.SliderMode == MMDebugMenuItemSlider.Modes.Int) ? item.SliderInitialValue.ToString() : item.SliderInitialValue.ToString("F3");
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slider.SliderValueText.color = Data.AccentColor;
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slider.SliderValueText.font = Data.BoldFont;
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slider.SliderKnob.color = Data.AccentColor;
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slider.SliderLine.color = Data.TextColor;
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slider.SliderEventName = item.SliderEventName;
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break;
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case MMDebugMenuItem.MMDebugMenuItemTypes.Spacer:
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GameObject spacerPrefab = (item.SpacerType == MMDebugMenuItem.MMDebugMenuItemSpacerTypes.Small) ? Data.SpacerSmallPrefab : Data.SpacerBigPrefab;
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GameObject spacer = Instantiate(spacerPrefab);
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spacer.name = "MMDebugMenuItemSpacer_" + item.Name;
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spacer.transform.SetParent(parent);
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break;
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case MMDebugMenuItem.MMDebugMenuItemTypes.Title:
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MMDebugMenuItemTitle title = Instantiate(Data.TitlePrefab);
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title.name = "MMDebugMenuItemSlider_" + item.Name;
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title.TitleText.text = item.TitleText;
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title.TitleText.color = Data.TextColor;
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title.TitleText.font = Data.BoldFont;
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title.TitleLine.color = Data.AccentColor;
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title.transform.SetParent(parent);
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break;
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case MMDebugMenuItem.MMDebugMenuItemTypes.Choices:
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MMDebugMenuItemChoices choicesPrefab;
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if (item.ChoicesType == MMDebugMenuItem.MMDebugMenuItemChoicesTypes.TwoChoices)
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{
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choicesPrefab = Data.TwoChoicesPrefab;
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}
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else
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{
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choicesPrefab = Data.ThreeChoicesPrefab;
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}
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MMDebugMenuItemChoices choices = Instantiate(choicesPrefab);
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choices.name = "MMDebugMenuItemChoices_" + item.Name;
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choices.Choices[0].ButtonText.text = item.ChoiceOneText;
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choices.Choices[1].ButtonText.text = item.ChoiceTwoText;
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choices.Choices[0].ButtonEventName = item.ChoiceOneEventName;
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choices.Choices[1].ButtonEventName = item.ChoiceTwoEventName;
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if (item.ChoicesType == MMDebugMenuItem.MMDebugMenuItemChoicesTypes.ThreeChoices)
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{
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choices.Choices[2].ButtonEventName = item.ChoiceThreeEventName;
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choices.Choices[2].ButtonText.text = item.ChoiceThreeText;
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}
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choices.OffColor = Data.BackgroundColor;
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choices.OnColor = Data.TextColor;
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choices.AccentColor = Data.AccentColor;
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foreach (MMDebugMenuChoiceEntry entry in choices.Choices)
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{
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if (entry != null)
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{
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entry.ButtonText.font = Data.RegularFont;
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}
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}
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choices.Select(item.SelectedChoice);
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if (triggerEvents)
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choices.TriggerButtonEvent(item.SelectedChoice);
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choices.transform.SetParent(parent);
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break;
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case MMDebugMenuItem.MMDebugMenuItemTypes.Value:
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MMDebugMenuItemValue value = Instantiate(Data.ValuePrefab);
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value.name = "MMDebugMenuItemValue_" + item.Name;
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value.LabelText.text = item.ValueLabel;
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value.LabelText.color = Data.TextColor;
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value.LabelText.font = Data.RegularFont;
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value.ValueText.text = item.ValueInitialValue;
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value.ValueText.color = Data.AccentColor;
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value.ValueText.font = Data.BoldFont;
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value.RadioReceiver.Channel = item.ValueMMRadioReceiverChannel;
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value.transform.SetParent(parent);
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break;
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case MMDebugMenuItem.MMDebugMenuItemTypes.Text:
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MMDebugMenuItemText textPrefab;
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switch (item.TextType)
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{
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case MMDebugMenuItem.MMDebugMenuItemTextTypes.Tiny:
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textPrefab = Data.TextTinyPrefab;
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break;
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case MMDebugMenuItem.MMDebugMenuItemTextTypes.Small:
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textPrefab = Data.TextSmallPrefab;
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break;
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case MMDebugMenuItem.MMDebugMenuItemTextTypes.Long:
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textPrefab = Data.TextLongPrefab;
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break;
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default:
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textPrefab = Data.TextTinyPrefab;
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break;
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}
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MMDebugMenuItemText text = Instantiate(textPrefab);
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text.name = "MMDebugMenuItemText_" + item.Name;
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text.ContentText.text = item.TextContents;
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text.ContentText.color = Data.TextColor;
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text.ContentText.font = Data.RegularFont;
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text.transform.SetParent(parent);
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break;
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}
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}
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// we always add a spacer at the end because scrollviews are terrible
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GameObject finalSpacer = Instantiate(Data.SpacerBigPrefab);
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finalSpacer.name = "MMDebugMenuItemSpacer_FinalSpacer";
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finalSpacer.transform.SetParent(parent);
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}
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/// <summary>
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/// Makes the menu appear
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/// </summary>
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public virtual void OpenMenu()
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{
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OnOpenEvent?.Invoke();
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StartCoroutine(ToggleCo(false));
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}
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/// <summary>
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/// Makes the menu disappear
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/// </summary>
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public virtual void CloseMenu()
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{
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StartCoroutine(ToggleCo(true));
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}
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/// <summary>
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/// Closes or opens the menu depending on its current state
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/// </summary>
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public virtual void ToggleMenu()
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{
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StartCoroutine(ToggleCo(Active));
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}
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/// <summary>
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/// A coroutine used to toggle the menu
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/// </summary>
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/// <param name="active"></param>
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/// <returns></returns>
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protected virtual IEnumerator ToggleCo(bool active)
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{
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if (_toggling)
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{
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yield break;
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}
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if (!active)
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{
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OnOpenEvent?.Invoke();
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_containerRect.gameObject.SetActive(true);
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}
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_toggling = true;
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Active = active;
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_newPosition = active ? _offPosition : _initialContainerPosition;
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MMTween.MoveRectTransform(this, _containerRect, _containerRect.localPosition, _newPosition, null, 0f, Data.ToggleDuration, Data.ToggleCurve, ignoreTimescale:true);
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yield return MMCoroutine.WaitForUnscaled(Data.ToggleDuration);
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if (active)
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{
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OnCloseEvent?.Invoke();
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_containerRect.gameObject.SetActive(false);
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}
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Active = !active;
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_toggling = false;
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}
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/// <summary>
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/// On update we handle our input
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/// </summary>
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protected virtual void Update()
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{
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HandleInput();
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}
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/// <summary>
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/// Looks for shortcut input
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/// </summary>
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protected virtual void HandleInput()
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{
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if (Input.GetKeyDown(Data.ToggleShortcut))
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{
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ToggleMenu();
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}
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}
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}
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}
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