// This is probably the weirdest one, so some comments here. private void MakeClanFilter(float xOffset, float yOffset) { // As usual, start with initalizing the filters if they aren't yet. // (Probably should use two if-statements as a fail-safe, but there should be no way only one of them // is ever set and not the other) if (clanFilter1 == null || clanFilter2 == null) { clanFilter1 = new RunDataFilterClan(saveManager, RunDataFilterClan.CLAN_ANY, RunDataFilterClan.AS_PRIMARY); filterManager.AddFilter(clanFilter1); clanFilter2 = new RunDataFilterClan(saveManager, RunDataFilterClan.CLAN_ANY, RunDataFilterClan.AS_SECONDARY); filterManager.AddFilter(clanFilter2); } // First clan: Choose the clan as well as the role it should play. clanRoleDropdown = CustomUIManager.AddDropdownToComponent(content, "ClanRoleDropdown", RunDataFilterClan.roleOptions, xOffset - 10, yOffset); CustomUIManager.AddLabelToComponent(content, "Clan:", xOffset + 260, yOffset, 100, 50); clanDropdown1 = CustomUIManager.AddDropdownToComponent(content, "ClanDropdown1", clanFilter1.clanOptions, xOffset + columnWidth, yOffset); // For the second clan, the role directly results from the first clan's role, so we can use a simple label. // However, we need to update that label accordingly if the first clan's role is changed, see below. secondClanLabel = CustomUIManager.AddLabelToComponent(content, "Secondary Clan:", xOffset, yOffset + 70, 350, 50); clanDropdown2 = CustomUIManager.AddDropdownToComponent(content, "ClanDropdown1", clanFilter2.clanOptions, xOffset + columnWidth, yOffset + lineHeight); // Add listeners. clanRoleDropdown.optionChosenSignal.AddListener(HandleClanRole); clanDropdown1.optionChosenSignal.AddListener(HandleClan1); clanDropdown2.optionChosenSignal.AddListener(HandleClan2); // If the current filter settings are not the default ones, we need to update the UI elements. As we also // need to do this whenever the first clan's role is changed, put it in a seperate method. UpdateClanFilter(); // "Register" the UI elements. dropdowns.Add(clanRoleDropdown); dropdowns.Add(clanDropdown1); dropdowns.Add(clanDropdown2); }
private void MakeRunTypeFilter(float xOffset, float yOffset) { if (runTypeFilter == null) { runTypeFilter = new RunDataFilterRunType(); filterManager.AddFilter(runTypeFilter); } CustomUIManager.AddLabelToComponent(content, "Run Type:", xOffset, yOffset, 240, 50); runTypeFilterDropdown = CustomUIManager.AddDropdownToComponent(content, "RunTypeDropdown", runTypeFilter.options, xOffset + columnWidth, yOffset); runTypeFilterDropdown.optionChosenSignal.AddListener(HandleRunType); runTypeFilterDropdown.SetValue(runTypeFilter.options[runTypeFilter.SelectedRunType]); dropdowns.Add(runTypeFilterDropdown); }
// A lot of methods to initalize filters and UI elements, some very similar code, not gonna comment them all. private void MakeOutcomeFilter(float xOffset, float yOffset) { // If the filter has not yet been created, do so and add it to the filter manager if (outcomeFilter == null) { outcomeFilter = new RunDataFilterOutcome(); filterManager.AddFilter(outcomeFilter); } // UI stuff CustomUIManager.AddLabelToComponent(content, "Run Outcome:", xOffset, yOffset, 240, 50); outcomeFilterDropdown = CustomUIManager.AddDropdownToComponent(content, "OutcomeDropdown", outcomeFilter.options, xOffset + columnWidth, yOffset); outcomeFilterDropdown.optionChosenSignal.AddListener(HandleOutcome); // Manually set the dropdown menu to the current option chosen. There might be a less ugly way to do this. outcomeFilterDropdown.SetValue(outcomeFilter.options[outcomeFilter.Outcome]); dropdowns.Add(outcomeFilterDropdown); }