예제 #1
0
 /// <summary>
 /// Updates all elements in the specified category.
 /// </summary>
 /// <param name="instance">The inventory of discovered elements.</param>
 /// <param name="category">The category to search.</param>
 private void UpdateCategory(WorldInventory instance, Tag category)
 {
     if (instance.TryGetDiscoveredResourcesFromTag(category, out HashSet <Tag> found) &&
         found.Count > 0)
     {
         // Attempt to add to type select control
         if (!children.TryGetValue(category, out TypeSelectCategory current))
         {
             current = new TypeSelectCategory(this, category);
             children.Add(category, current);
             int        index = children.IndexOfKey(category) << 1;
             GameObject header = current.Header, panel = current.ChildPanel;
             // Header goes in even indexes, panel goes in odds
             PUIElements.SetParent(header, childPanel);
             PUIElements.SetAnchors(header, PUIAnchoring.Stretch,
                                    PUIAnchoring.Stretch);
             header.transform.SetSiblingIndex(index);
             PUIElements.SetParent(panel, childPanel);
             PUIElements.SetAnchors(panel, PUIAnchoring.Stretch,
                                    PUIAnchoring.Stretch);
             panel.transform.SetSiblingIndex(index + 1);
         }
         foreach (var element in found)
         {
             current.TryAddType(element);
         }
     }
 }
예제 #2
0
		protected override void OnDeactivateTool(InterfaceTool newTool) {
			var menu = ToolMenu.Instance;
			// Unparent but do not dispose
			if (TypeSelect != null)
				PUIElements.SetParent(TypeSelect.RootPanel, null);
			menu.PriorityScreen.Show(false);
			base.OnDeactivateTool(newTool);
		}
예제 #3
0
		protected override void OnActivateTool() {
			var menu = ToolMenu.Instance;
			base.OnActivateTool();
			// Update only on tool activation to improve performance
			if (TypeSelect != null) {
				var root = TypeSelect.RootPanel;
				TypeSelect.Update();
				PUIElements.SetParent(root, menu.gameObject);
				root.transform.SetAsFirstSibling();
			}
			menu.PriorityScreen.Show(true);
		}
예제 #4
0
        /// <summary>
        /// Updates the list of available elements.
        /// </summary>
        public void Update(GridFilterableSideScreen screen)
        {
            Console.WriteLine("updating with the storage");
            Storage    storage = screen.storage;
            GameObject target  = screen.target;

            if (storage.storageFilters != null && storage.storageFilters.Count >= 1)
            {
                // check for which ones aren't added already and add them
                foreach (Tag tag in storage.storageFilters)
                {
                    Console.WriteLine($"Should be checking presence of tag {tag.ToString()}");
                    if (!HasElement(tag))
                    {
                        Console.WriteLine($"Attempted to add {tag.ToString()} to the panel");
                        if (children.Count <= 0)
                        {
                            GridFilterableRow firstRow = new GridFilterableRow(this);
                            children.Add(firstRow);
                            PUIElements.SetParent(firstRow.ChildPanel, childPanel);
                            PUIElements.SetAnchors(firstRow.ChildPanel, PUIAnchoring.Stretch, PUIAnchoring.Stretch);
                        }
                        GridFilterableRow lastRow = children[children.Count - 1];
                        if (lastRow.RowSize >= PER_ROW)
                        {
                            lastRow = new GridFilterableRow(this);
                            PUIElements.SetParent(lastRow.ChildPanel, childPanel);
                            PUIElements.SetAnchors(lastRow.ChildPanel, PUIAnchoring.Stretch, PUIAnchoring.Stretch);
                            children.Add(lastRow);
                        }
                        GridFilterableSelectableEntity entity = new GridFilterableSelectableEntity(lastRow, tag);
                        lastRow.Children.Add(entity);
                        PUIElements.SetParent(entity.CheckBox, lastRow.ChildPanel);
                        if (PCheckBox.GetCheckState(entity.CheckBox) == PCheckBox.STATE_CHECKED)
                        {
                            // Set to checked
                            PCheckBox.SetCheckState(entity.CheckBox, PCheckBox.STATE_CHECKED);
                        }
                    }
                }
            }
            else
            {
                Debug.LogError((object)"If you're filtering, your storage filter should have the filters set on it");
            }
        }
예제 #5
0
            /// <summary>
            /// Attempts to add a type to this category.
            /// </summary>
            /// <param name="element">The type to add.</param>
            /// <returns>true if it was added, or false if it already exists.</returns>
            public bool TryAddType(Tag element)
            {
                bool add = !children.ContainsKey(element);

                if (add)
                {
                    var child = new TypeSelectElement(this, element);
                    var cb    = child.CheckBox;
                    // Add the element to the list, then get its index and move it in the panel
                    // to maintain sorted order
                    children.Add(element, child);
                    PUIElements.SetParent(cb, ChildPanel);
                    if (PCheckBox.GetCheckState(cb) == PCheckBox.STATE_CHECKED)
                    {
                        // Set to checked
                        PCheckBox.SetCheckState(cb, PCheckBox.STATE_CHECKED);
                    }
                    cb.transform.SetSiblingIndex(children.IndexOfKey(element));
                }
                return(add);
            }
        /// <summary>
        /// Updates the list of available elements.
        /// </summary>
        public void Update(GameObject target)
        {
            Target = target;
            Storage storage = Target.GetComponent <Storage>();

            if (storage.storageFilters == null || storage.storageFilters.Count < 1)
            {
                PUtil.LogError("If you're filtering, your storage filter should have the filters set on it");
                return;
            }

            HashSet <Tag> containedTags = ContainedTags();
            HashSet <Tag> goalTags      = new HashSet <Tag>(storage.storageFilters.Where(tag => WorldInventory.Instance.IsDiscovered(tag)));

            // if this is not supposed to display the exact same UI elements rebuild the entire UI
            // not the *most* performant way to handle things but trying to perform multiple insertions/deletions into this
            // row system is probably *less* performant
            if (!containedTags.SetEquals(goalTags))
            {
                // clear the UI
                foreach (var row in rows)
                {
                    // null the parent of the entity and disable it
                    foreach (var entity in row.entities)
                    {
                        PUIElements.SetParent(entity.CheckBox, null);
                        entity.CheckBox.SetActive(false);
                        entity.Parent = null;
                    }
                    // clear all the entities from this row
                    row.entities.Clear();
                    // do not null the parent of the row since it will be reused in same spot but do disable it
                    row.ChildPanel.SetActive(false);
                }

                // build the UI with tags in alphabetic order
                List <Tag> goalList = goalTags.ToList();
                goalList.Sort(TagAlphabetComparer.INSTANCE);
                int rowIndex = 0;
                foreach (Tag tag in goalList)
                {
                    // wrap around when rows are full
                    if (rowIndex < rows.Count && rows[rowIndex].RowSize >= PER_ROW)
                    {
                        rowIndex++;
                    }
                    // build new rows as needed
                    if (rows.Count <= rowIndex)
                    {
                        UncategorizedFilterableRow newRow = new UncategorizedFilterableRow(this);
                        rows.Add(newRow);
                        PUIElements.SetParent(newRow.ChildPanel, childPanel);
                        PUIElements.SetAnchors(newRow.ChildPanel, PUIAnchoring.Stretch, PUIAnchoring.Stretch);
                    }
                    var row = rows[rowIndex];
                    row.ChildPanel.SetActive(true);
                    // build new entity for tag when it is first encountered
                    if (!entities.ContainsKey(tag))
                    {
                        UncategorizedFilterableEntity newEntity = new UncategorizedFilterableEntity(null, tag, tag.ProperName());
                        if (PCheckBox.GetCheckState(newEntity.CheckBox) == PCheckBox.STATE_CHECKED)
                        {
                            // Set to checked
                            PCheckBox.SetCheckState(newEntity.CheckBox, PCheckBox.STATE_CHECKED);
                        }
                        entities[tag] = newEntity;
                    }
                    var entity = entities[tag];
                    row.entities.Add(entity);
                    PUIElements.SetParent(entity.CheckBox, row.ChildPanel);
                    entity.CheckBox.SetActive(true);
                    entity.Parent = row;
                }
            }

            // with the right elements in the UI it is now necessary to set the properties for each entity correctly based on
            // if they are checked already and if they are present in the world
            UncategorizedFilterable filterable = Target.GetComponent <UncategorizedFilterable>();

            foreach (var row in rows)
            {
                foreach (var entity in row.entities)
                {
                    // set checkbox state
                    if (filterable.AcceptedTags.Contains(entity.ElementTag))
                    {
                        PCheckBox.SetCheckState(entity.CheckBox, PCheckBox.STATE_CHECKED);
                    }
                    else
                    {
                        PCheckBox.SetCheckState(entity.CheckBox, PCheckBox.STATE_UNCHECKED);
                    }
                    // set active state
                    var button = entity.CheckBox.GetComponentInChildren <KButton>();
                    button.isInteractable = WorldInventory.Instance.GetTotalAmount(entity.ElementTag) > 0.0;
                }
            }
            UpdateFromChildren();
        }