129 lines
3.3 KiB
C#
129 lines
3.3 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace RoR2.UI;
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public class RuleBookViewerStrip : MonoBehaviour
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{
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public GameObject choicePrefab;
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public GameObject tutorialPrefab;
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public RectTransform choiceContainer;
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public RectTransform.Axis movementAxis = RectTransform.Axis.Vertical;
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public float movementDuration = 0.1f;
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public readonly List<RuleChoiceController> choiceControllers = new List<RuleChoiceController>();
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public int currentDisplayChoiceIndex;
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private float velocity;
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private float currentPosition;
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private RuleChoiceController CreateChoice()
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{
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GameObject obj = Object.Instantiate(choicePrefab, choiceContainer);
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obj.SetActive(value: true);
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RuleChoiceController component = obj.GetComponent<RuleChoiceController>();
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component.strip = this;
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return component;
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}
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private void DestroyChoice(RuleChoiceController choiceController)
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{
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Object.Destroy(choiceController.gameObject);
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}
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public void SetData(List<RuleChoiceDef> newChoices, int choiceIndex)
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{
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AllocateChoices(newChoices.Count);
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int num = currentDisplayChoiceIndex;
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int count = newChoices.Count;
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bool canVote = count > 1;
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for (int i = 0; i < count; i++)
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{
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choiceControllers[i].canVote = canVote;
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choiceControllers[i].SetChoice(newChoices[i]);
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if (newChoices[i].localIndex == choiceIndex)
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{
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bool flag = false;
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if (choiceIndex < newChoices.Count && (bool)PreGameController.instance && PreGameController.GameModeConVar.instance != null)
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{
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num = i;
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flag = newChoices[choiceIndex].difficultyIndex == DifficultyIndex.Easy && RoR2Application.isInSinglePlayer && PreGameController.GameModeConVar.instance.GetString() == "ClassicRun";
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}
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tutorialPrefab.SetActive(flag);
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if (!flag)
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{
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Console.instance.SubmitCmd(null, "enable_tutorial 0");
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}
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}
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}
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currentDisplayChoiceIndex = num;
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}
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private void AllocateChoices(int desiredCount)
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{
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while (choiceControllers.Count > desiredCount)
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{
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int index = choiceControllers.Count - 1;
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DestroyChoice(choiceControllers[index]);
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choiceControllers.RemoveAt(index);
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}
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while (choiceControllers.Count < desiredCount)
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{
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choiceControllers.Add(CreateChoice());
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}
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}
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public void Update()
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{
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if (choiceControllers.Count != 0)
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{
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if (currentDisplayChoiceIndex >= choiceControllers.Count)
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{
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currentDisplayChoiceIndex = choiceControllers.Count - 1;
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}
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Vector3 localPosition = choiceControllers[currentDisplayChoiceIndex].transform.localPosition;
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float target = 0f;
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switch (movementAxis)
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{
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case RectTransform.Axis.Horizontal:
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target = 0f - localPosition.x;
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break;
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case RectTransform.Axis.Vertical:
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target = 0f - localPosition.y;
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break;
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}
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currentPosition = Mathf.SmoothDamp(currentPosition, target, ref velocity, movementDuration);
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UpdatePosition();
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}
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}
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private void OnEnable()
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{
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UpdatePosition();
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}
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private void UpdatePosition()
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{
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Vector3 localPosition = choiceContainer.localPosition;
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switch (movementAxis)
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{
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case RectTransform.Axis.Horizontal:
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localPosition.x = currentPosition;
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break;
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case RectTransform.Axis.Vertical:
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localPosition.y = currentPosition;
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break;
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}
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if ((bool)choiceContainer && localPosition.x != float.NaN && localPosition.y != float.NaN && localPosition.z != float.NaN)
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{
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choiceContainer.localPosition = localPosition;
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}
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}
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}
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