Example #1
0
    VisualElement CreateBeatElement(BeatAttack.BeatDamageProperties damagePropertiese, int beatNum)
    {
        VisualElement element = new VisualElement();

        _visualTreeBeat.CloneTree(element);

        /*
         * element.Add(new Label(damagePropertiese._damageType.ToString()));
         * element.Add(new Label("Damage Type"));
         *
         *
         * element.Add(new Label(damagePropertiese.Strentgh.ToString()));
         * element.Add(new Label("Strentgh"));
         */

        SerializedObject so = new  SerializedObject(_beatAttack);

        foreach (SerializedProperty o in so.GetIterator())
        {
            //Debug.Log("o" + o + " " + o.propertyPath);
        }


        string beat = beatNum.ToString();

        element.Q <Label>("BeatNum").text = "Beat " + beat;

        EnumField damageType = element.Q <EnumField>("DamageType");

        damageType.BindProperty(so.FindProperty("Damages.Array.data[" + beat + "]._damageType"));
        //damageType.value = damagePropertiese._damageType;

        FloatField stength = element.Q <FloatField>("strength");
        //stength.value = damagePropertiese.Strentgh;



        SerializedProperty sp = so.FindProperty("Damages.Array.data[" + beat + "].Strentgh");

        Debug.Log("Sp" + sp);
        stength.BindProperty(sp);


        float maxStr = 0f;

        foreach (BeatAttack.BeatDamageProperties tmpdamagePropertiese in _beatAttack.Damages)
        {
            if (tmpdamagePropertiese.Strentgh > maxStr)
            {
                maxStr = tmpdamagePropertiese.Strentgh;
                break;
            }
        }

        ProgressBar strengthProgressBar = element.Q <ProgressBar>("StrengthBar");
        float       progval             = 0f;

        if (maxStr > 0f)
        {
            progval = damagePropertiese.Strentgh / maxStr;
        }

        strengthProgressBar.value = progval;


        //Debug.Log(typeof(Sprite).AssemblyQualifiedName);
        ObjectField spriteField = element.Q <ObjectField>("Sprite");

        spriteField.BindProperty(so.FindProperty("Damages.Array.data[" + beat + "].sprite"));
        //spriteField.value = damagePropertiese.sprite;

        // TODO - Make this change when you change sprite
        VisualElement beatSprite      = element.Q <VisualElement>("SpriteInBeat");
        IStyle        beatSpriteStyle = beatSprite.style;

        beatSpriteStyle.backgroundImage = damagePropertiese.sprite.texture;


        EnumField moveType = element.Q <EnumField>("MoveDirection");

        moveType.BindProperty(so.FindProperty("Damages.Array.data[" + beat + "].moveDirection"));



        return(element);
    }