Exemple #1
0
        /// <summary>
        /// Populates the target fastlist with a list of target-specific trees or props.
        /// </summary>
        protected override void TargetList()
        {
            // Clear current selection.
            targetList.selectedIndex = -1;

            // List of prefabs that have passed filtering.
            List <TargetListItem> itemList = new List <TargetListItem>();

            // Check to see if this building contains any lanes.
            if (SelectedNet?.m_lanes == null || SelectedNet.m_lanes.Length == 0)
            {
                // No lanes - show 'no props' label and return an empty list.
                noPropsLabel.Show();
                targetList.rowsData = new FastList <object>();
                return;
            }

            // Local reference.
            NetInfo.Lane[] lanes = SelectedNet.m_lanes;

            // Iterate through each lane.
            for (int lane = 0; lane < lanes.Length; ++lane)
            {
                // Local reference.
                NetLaneProps.Prop[] laneProps = lanes[lane].m_laneProps?.m_props;

                // If no props in this lane, skip it and go to the next one.
                if (laneProps == null)
                {
                    continue;
                }

                // Iterate through each prop in lane.
                for (int propIndex = 0; propIndex < laneProps.Length; ++propIndex)
                {
                    // Create new list item.
                    NetTargetListItem targetListItem = new NetTargetListItem();

                    // Try to get relevant prefab (prop/tree), using finalProp.
                    PrefabInfo finalInfo = IsTree ? (PrefabInfo)laneProps[propIndex]?.m_finalTree : (PrefabInfo)laneProps[propIndex]?.m_finalProp;

                    // Check to see if we were succesful - if not (e.g. we only want trees and this is a prop), continue on to next building prop.
                    if (finalInfo?.name == null)
                    {
                        continue;
                    }

                    // Get original (pre-replacement) tree/prop prefab and current probability (as default original probability).
                    targetListItem.originalPrefab = finalInfo;
                    targetListItem.originalProb   = laneProps[propIndex].m_probability;
                    targetListItem.originalAngle  = laneProps[propIndex].m_angle;

                    // Grouped or individual?
                    if (CurrentMode == (int)ReplacementModes.Individual)
                    {
                        // Individual - set index to the current prop indexes.
                        targetListItem.index = propIndex;
                        targetListItem.lane  = lane;
                    }
                    else
                    {
                        // Grouped - set index to -1 and add to our list of indexes.
                        targetListItem.index = -1;
                        targetListItem.lane  = -1;
                        targetListItem.indexes.Add(propIndex);
                        targetListItem.lanes.Add(lane);
                    }

                    // All-network replacement and original probability (if any).
                    BOBNetReplacement allNetReplacement = AllNetworkReplacement.Instance.ActiveReplacement(SelectedNet, lane, propIndex);
                    if (allNetReplacement != null)
                    {
                        targetListItem.allPrefab = allNetReplacement.replacementInfo;
                        targetListItem.allProb   = allNetReplacement.probability;

                        // Update original prop reference.
                        targetListItem.originalPrefab = allNetReplacement.targetInfo;


                        // See if we can find an active reference.
                        Logging.Message("finding original probability - all-network");
                        NetPropReference originalReference = allNetReplacement?.references?.Find(x => x.netInfo == SelectedNet && x.laneIndex == lane && x.propIndex == propIndex);
                        if (originalReference != null)
                        {
                            // Original reference found; update original probability.
                            targetListItem.originalProb = originalReference.probability;
                        }
                        Logging.Message("original probability not found");
                    }

                    // Network replacement and original probability (if any).
                    BOBNetReplacement netReplacement = NetworkReplacement.Instance.ActiveReplacement(SelectedNet, lane, propIndex);
                    if (netReplacement != null)
                    {
                        targetListItem.replacementPrefab = netReplacement.replacementInfo;
                        targetListItem.replacementProb   = netReplacement.probability;

                        // Update original prop reference.
                        targetListItem.originalPrefab = netReplacement.targetInfo;
                        Logging.Message("finding original probability - grouped");
                        targetListItem.originalProb = netReplacement.references.Find(x => x.laneIndex == lane && x.propIndex == propIndex).probability;
                        Logging.Message("original probability found");
                    }

                    // Individual replacement and original probability (if any).
                    BOBNetReplacement individualReplacement = IndividualNetworkReplacement.Instance.ActiveReplacement(SelectedNet, lane, propIndex);
                    if (individualReplacement != null)
                    {
                        targetListItem.individualPrefab = individualReplacement.replacementInfo;
                        targetListItem.individualProb   = individualReplacement.probability;
                        Logging.Message("finding original probability - individual");
                        targetListItem.originalProb = individualReplacement.references.Find(x => x.laneIndex == lane && x.propIndex == propIndex).probability;
                        Logging.Message("original probability found");

                        // Update original prop reference.
                        targetListItem.originalPrefab = individualReplacement.targetInfo;
                    }

                    // Replacement pack replacement and original probability (if any).
                    BOBNetReplacement packReplacement = NetworkPackReplacement.Instance.ActiveReplacement(SelectedNet, lane, propIndex);
                    if (packReplacement != null)
                    {
                        targetListItem.packagePrefab = packReplacement.replacementInfo;

                        // Update original prop reference.
                        targetListItem.originalPrefab = packReplacement.targetInfo;
                        targetListItem.originalProb   = packReplacement.references.Find(x => x.laneIndex == lane && x.propIndex == propIndex).probability;
                    }

                    // Are we grouping?
                    if (targetListItem.index == -1)
                    {
                        // Yes, grouping - initialise a flag to show if we've matched.
                        bool matched = false;

                        // Iterate through each item in our existing list of props.
                        foreach (NetTargetListItem item in itemList)
                        {
                            // Check to see if we already have this in the list - matching original prefab, individual replacement prefab, network replacement prefab, all-network replacement prefab, and probability.
                            if (item.originalPrefab == targetListItem.originalPrefab && item.individualPrefab == targetListItem.individualPrefab && item.replacementPrefab == targetListItem.replacementPrefab && targetListItem.allPrefab == item.allPrefab)
                            {
                                // We've already got an identical grouped instance of this item - add this index and lane to the lists of indexes and lanes under that item and set the flag to indicate that we've done so.
                                item.indexes.Add(propIndex);
                                item.lanes.Add(lane);
                                matched = true;

                                // No point going any further through the list, since we've already found our match.
                                break;
                            }
                        }

                        // Did we get a match?
                        if (matched)
                        {
                            // Yes - continue on to next network prop (without adding this item separately to the list).
                            continue;
                        }
                    }

                    // Add this item to our list.
                    itemList.Add(targetListItem);
                }
            }

            // Create return fastlist from our filtered list, ordering by name.
            targetList.rowsData = new FastList <object>()
            {
                m_buffer = targetSearchStatus == (int)OrderBy.NameDescending ? itemList.OrderByDescending(item => item.DisplayName).ToArray() : itemList.OrderBy(item => item.DisplayName).ToArray(),
                m_size   = itemList.Count
            };

            targetList.Refresh();

            // If the list is empty, show the 'no props' label; otherwise, hide it.
            if (itemList.Count == 0)
            {
                noPropsLabel.Show();
            }
            else
            {
                noPropsLabel.Hide();
            }
        }
Exemple #2
0
        /// <summary>
        /// Generates and displays a list row.
        /// </summary>
        /// <param name="data">Object to list</param>
        /// <param name="isRowOdd">If the row is an odd-numbered row (for background banding)</param>
        public virtual void Display(object data, bool isRowOdd)
        {
            // Perform initial setup for new rows.
            if (nameLabel == null)
            {
                isVisible     = true;
                canFocus      = true;
                isInteractive = true;
                width         = parent.width;
                height        = RowHeight;

                // Add object name label.
                nameLabel           = AddUIComponent <UILabel>();
                nameLabel.width     = this.width - 10f;
                nameLabel.textScale = TextScale;

                // Add index text label.
                indexLabel                  = AddUIComponent <UILabel>();
                indexLabel.width            = IndexWidth;
                indexLabel.textScale        = TextScale;
                indexLabel.relativePosition = new Vector2(IndexLabelX, PaddingY);
            }

            // Add line sprite if we need to (initially hidden).
            if (lineSprite == null)
            {
                lineSprite                  = AddUIComponent <UISprite>();
                lineSprite.size             = new Vector2(17f, 17f);
                lineSprite.relativePosition = new Vector2(3f, 3f);
                lineSprite.Hide();
            }

            // Set initial label position.
            labelX = LeftMargin;

            // See if our attached data is a PropListItem replacement record).
            if (data is TargetListItem targetListItem)
            {
                // Hide any existing line sprites; it will be re-shown as necessary.
                if (lineSprite != null)
                {
                    lineSprite.Hide();

                    // Adjust name label position to accomodate.
                    labelX += PackageMargin;
                }

                // Text to display - StringBuilder due to the amount of manipulation we're doing.
                StringBuilder displayText = new StringBuilder();

                // Set local references.
                thisItem = targetListItem;
                index    = thisItem.index;

                // See if this is a network prop.
                NetTargetListItem thisNetItem = data as NetTargetListItem;

                // Clear label text.
                indexLabel.text = "";

                // Display index number if this is an individual reference.
                if (thisItem.index >= 0)
                {
                    // Display lane marker if this is a network prop.
                    if (thisNetItem != null)
                    {
                        indexLabel.text += thisNetItem.lane.ToString() + " ";

                        // Adjust name label position to accomodate lane number.
                        labelX += IndexWidth;
                    }

                    indexLabel.text += thisItem.index.ToString();

                    // Adjust name label position to accomodate index number.
                    labelX += IndexWidth;
                }

                bool hasReplacement = false;

                // Check to see if there's a currently active individual replacement.
                if (thisItem.individualPrefab != null)
                {
                    // A replacement is currently active - include it in the text.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.individualPrefab));

                    // Append probability to the label, if we're showing it.
                    if (thisItem.showProbs)
                    {
                        displayText.Append(" ");
                        displayText.Append(thisItem.individualProb);
                        displayText.Append("%");
                    }

                    // Set flag.
                    hasReplacement = true;

                    // Show building replacement sprite.
                    lineSprite.atlas      = TextureUtils.LoadSpriteAtlas(thisNetItem == null ? "BOB-BuildingSmall" : "BOB-RoadSmall");
                    lineSprite.spriteName = "normal";
                    lineSprite.tooltip    = Translations.Translate(thisNetItem == null ? "BOB_SPR_SBL" : "BOB_SPR_SNT");
                    lineSprite.Show();
                }
                // If no current individual replacement, check to see if there's a currently active building/network replacement.
                else if (thisItem.replacementPrefab != null)
                {
                    // A replacement is currently active - include it in the text.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.replacementPrefab));

                    // Append probability to the label, if we're showing it.
                    if (thisItem.showProbs)
                    {
                        displayText.Append(" ");
                        displayText.Append(thisItem.replacementProb);
                        displayText.Append("%");
                    }

                    // Set flag.
                    hasReplacement = true;

                    // Show building replacement sprite.
                    lineSprite.atlas      = TextureUtils.LoadSpriteAtlas(thisNetItem == null ? "BOB-BuildingSmall" : "BOB-RoadSmall");
                    lineSprite.spriteName = "normal";
                    lineSprite.tooltip    = Translations.Translate(thisNetItem == null ? "BOB_SPR_SBL" : "BOB_SPR_SNT");
                    lineSprite.Show();
                }
                // If no current building/network replacement, check to see if any all- replacement is currently active.
                else if (thisItem.allPrefab != null)
                {
                    // An all- replacement is currently active; append name to the label.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.allPrefab));

                    // Append probability if this is not a network item and we're showing probs.
                    if (thisNetItem == null && thisItem.showProbs)
                    {
                        displayText.Append(" ");
                        displayText.Append(thisItem.allProb);
                        displayText.Append("%");
                    }

                    // Set flag.
                    hasReplacement = true;

                    // Show all- replacement sprite.
                    lineSprite.atlas      = TextureUtils.LoadSpriteAtlas(thisNetItem == null ? "BOB-BuildingsSmall" : "BOB-RoadsSmall");
                    lineSprite.spriteName = "normal";
                    lineSprite.tooltip    = Translations.Translate(thisNetItem == null ? "BOB_SPR_ABL" : "BOB_SPR_ANT");
                    lineSprite.Show();
                }
                // If no other replacements, chek to see if any pack replacement is currently active
                else if (thisItem.packagePrefab != null)
                {
                    // Yes; append name to the label.
                    displayText.Append(PrefabLists.GetDisplayName(thisItem.packagePrefab));

                    // Set flag.
                    hasReplacement = true;

                    // Show package replacement sprite.
                    lineSprite.atlas      = TextureUtils.LoadSpriteAtlas("BOB-PropPackSmall");
                    lineSprite.spriteName = "normal";
                    lineSprite.tooltip    = Translations.Translate("BOB_SPR_PCK");
                    lineSprite.Show();
                }

                // Do we have a replacement?
                if (hasReplacement)
                {
                    // Yes; append "was" to the display name.
                    displayText.Append("; ");
                    displayText.Append(Translations.Translate("BOB_ROW_WAS"));
                    displayText.Append(" ");
                }

                // Original prefab display name.
                displayText.Append(PrefabLists.GetDisplayName(thisItem.originalPrefab));

                // Show original probability in brackets immediately afterwards.
                if (thisItem.showProbs)
                {
                    displayText.Append(" (");
                    displayText.Append(thisItem.originalProb);
                    displayText.Append("%)");
                }

                // Set display text.
                nameLabel.text = displayText.ToString();
            }

            // Set label position
            nameLabel.relativePosition = new Vector2(labelX, PaddingY);

            // Set initial background as deselected state.
            Deselect(isRowOdd);
        }