105 lines
2.9 KiB
C#
105 lines
2.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using JetBrains.Annotations;
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using UnityEngine;
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namespace RoR2.UI;
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public class UIElementAllocator<T> where T : Component
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{
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public delegate void ElementOperationDelegate(int index, T element);
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public readonly RectTransform containerTransform;
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public readonly GameObject elementPrefab;
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public readonly bool markElementsUnsavable;
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[NotNull]
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private List<T> elementControllerComponentsList;
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[NotNull]
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public readonly ReadOnlyCollection<T> elements;
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[CanBeNull]
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public ElementOperationDelegate onCreateElement;
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[CanBeNull]
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public ElementOperationDelegate onDestroyElement;
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public UIElementAllocator([NotNull] RectTransform containerTransform, [NotNull] GameObject elementPrefab, bool markElementsUnsavable = true, bool acquireExistingChildren = false)
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{
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this.containerTransform = containerTransform;
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this.elementPrefab = elementPrefab;
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this.markElementsUnsavable = markElementsUnsavable;
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elementControllerComponentsList = new List<T>();
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elements = new ReadOnlyCollection<T>(elementControllerComponentsList);
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if (!acquireExistingChildren)
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{
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return;
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}
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for (int i = 0; i < containerTransform.childCount; i++)
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{
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T component = containerTransform.GetChild(i).GetComponent<T>();
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if ((bool)component && component.gameObject.activeInHierarchy)
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{
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elementControllerComponentsList.Add(component);
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}
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}
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}
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private void DestroyElementAt(int i)
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{
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T val = elementControllerComponentsList[i];
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onDestroyElement?.Invoke(i, val);
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GameObject gameObject = val.gameObject;
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if (Application.isPlaying)
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{
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UnityEngine.Object.Destroy(gameObject);
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}
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else
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{
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UnityEngine.Object.DestroyImmediate(gameObject);
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}
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elementControllerComponentsList.RemoveAt(i);
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}
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public void AllocateElements(int desiredCount)
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{
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if (desiredCount < 0)
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{
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throw new ArgumentOutOfRangeException();
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}
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if (!containerTransform.gameObject.scene.IsValid())
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{
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return;
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}
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for (int num = elementControllerComponentsList.Count - 1; num >= desiredCount; num--)
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{
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DestroyElementAt(num);
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}
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for (int i = elementControllerComponentsList.Count; i < desiredCount; i++)
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{
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T component = UnityEngine.Object.Instantiate(elementPrefab, containerTransform).GetComponent<T>();
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elementControllerComponentsList.Add(component);
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GameObject gameObject = component.gameObject;
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if (markElementsUnsavable)
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{
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gameObject.hideFlags |= HideFlags.DontSaveInEditor | HideFlags.DontSaveInBuild;
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}
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gameObject.SetActive(value: true);
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onCreateElement?.Invoke(i, component);
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}
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}
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public void MoveElementsToContainerEnd()
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{
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int num = containerTransform.childCount - elementControllerComponentsList.Count;
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for (int num2 = elementControllerComponentsList.Count - 1; num2 >= 0; num2--)
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{
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elementControllerComponentsList[num2].transform.SetSiblingIndex(num + num2);
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}
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}
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}
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