Exemplo n.º 1
0
        /// <summary>
        /// constructs the dropdown
        /// </summary>
        void activate_dropdown()
        {
            //handle spammed commands
            if (Time.time - last_activation < delay)
            {
                last_activation = Time.time;
                return;
            }
            if (activated == false && interactable_)
            {
                last_activation = Time.time;
                //handle the listeners

                /*It is assumed every interaction with the dropdown is a single button interaction, for multiple actions the
                 * onPress listener must have another function handle input and only use deactivate_dropdown when the dropdown
                 * is closed.*/
                DropButton.onPress.RemoveListener(activate_dropdown);
                DropButton.onPress.AddListener(deactivate_dropdown);
                activated = true;
                //makes boundry
                if (boundingBox != null)
                {
                    GameObject BoundingBox = Instantiate(boundingBox, this.transform.position, this.transform.rotation);
                    BoundingBox.transform.SetParent(this.transform);
                }
                bool scrolling = false;
                scrollingOptions = new GameObject[options.Length];
                //for scrolling support, not currently supported, currently maxOptionsShown < options.Length is always false
                if (maxOptionsShown < options.Length)
                {
                    scrolling = true;
                }
                //considering changing i to position or index, somehting more descriptive.
                for (int i = 0; i < options.Length; i++)
                {
                    //makes each item in options
                    string op = options[i].label;
                    //make template
                    GameObject inst = Instantiate(template, this.transform.position + this.transform.up * ((-i * changeInHeight) - firstOffset), this.transform.rotation);
                    inst.transform.parent = this.transform;
                    Text label = inst.AddComponent <Text>();
                    label.text = op;
                    GameObject extra = null;
                    Option     opt   = options[i];
                    //spawns extras where appropriate
                    if (opt.Disabled)
                    {
                        if (opt.extrasDisabled != null)
                        {
                            extra = Instantiate(opt.extrasDisabled, this.transform.position + this.transform.up * -i * changeInHeight, this.transform.rotation);
                        }
                    }
                    else
                    {
                        if (opt.Hovered)
                        {
                            if (opt.extrasHovered != null)
                            {
                                extra = Instantiate(opt.extrasHovered, this.transform.position + this.transform.up * -i * changeInHeight, this.transform.rotation);
                            }
                        }
                        else
                        {
                            if (opt.Pressed)
                            {
                                if (opt.extrasPressed != null)
                                {
                                    extra = Instantiate(opt.extrasPressed, this.transform.position + this.transform.up * -i * changeInHeight, this.transform.rotation);
                                }
                            }
                            else
                            {
                                if (opt.extras != null)
                                {
                                    extra = Instantiate(opt.extras, this.transform.position + this.transform.up * -i * changeInHeight, this.transform.rotation);
                                }
                            }
                        }
                    }
                    //gets the created gameobject with the collider
                    GameObject DDinst = inst.gameObject.GetComponentInChildren <Collider>().gameObject;
                    //DDi stands for Drop Down Item a deprecated script but a useful name. It is actually a new button script
                    ButtonScript DDI = DDinst.AddComponent <ButtonScript>() as ButtonScript;
                    //may be incorrect
                    if (extra != null)
                    {
                        extra.transform.parent = inst.transform;
                    }
                    //set values from options
                    DDI.extras         = options[i].extras;
                    DDI.extrasHovered  = options[i].extrasHovered;
                    DDI.extrasPressed  = options[i].extrasPressed;
                    DDI.extrasDisabled = options[i].extrasDisabled;
                    DDI.ItemFade       = ItemFade;
                    DDI.setActivatinglayer(activating);
                    DDI.setHoveringlayer(hovering);
                    DDI.extras = extra;
                    int index = i;
                    //create custom listener that has the number of the item picked preset
                    UnityAction UA = () => closeAndPick(index);
                    DDI.onPress.AddListener(UA);
                    //set text
                    TextMesh text = inst.GetComponentInChildren <TextMesh>();
                    text.text = op;
                    //determines which gradient the item will use
                    DDI.useGradient          = this.UseGradient;
                    DDI.useInstantTransition = this.UseInstantTransition;
                    if (UseInstantTransition)
                    {
                        DDI.useInstantTransition = true;
                        DDI.startColor           = this.startColor;
                        DDI.endColor             = this.endColor;
                    }
                    else
                    {
                        if (UseGradient)
                        {
                            DDI.gradient    = this.DropDownItemGradient;
                            DDI.useGradient = true;
                        }
                        else
                        {
                            DDI.startColor           = options[i].StartColor;
                            DDI.endColor             = options[i].EndColor;
                            DDI.gradient             = options[i].buttonGrad;
                            DDI.useGradient          = options[i].UseGradient;
                            DDI.useInstantTransition = options[i].UseInstantTransition;
                        }
                    }
                    if (i > maxOptionsShown - 1)
                    {
                        inst.SetActive(false);
                    }
                    //set the array
                    scrollingOptions[i] = inst;
                }
                //not used
                if (scrolling)
                {
                    //create new slider
                    oldSlider.gameObject.SetActive(true);
                    //oldSlider.transform.position = this.transform.position + /*this.transform.up*/new Vector3(1, 0, 0);
                    //add listener on the slider float event
                    oldSlider.onValueChanged.AddListener(delegate { SliderUpdate(); });
                }
            }
        }
Exemplo n.º 2
0
 /// <summary>
 /// set up of the object that happens before start
 /// </summary>
 void Awake()
 {
     //find and set button
     DropButton = this.GetComponent <ButtonScript>() as ButtonScript;
     if (DropButton == null)
     {
         DropButton = this.gameObject.AddComponent <ButtonScript>();
     }
     if (template == null)
     {
         Debug.Log("You need a template for your dropdown buttons, even if that is an empty object with text");
     }
     if (delay <= 0.03)
     {
         delay = 0.03f;
         Debug.Log("Putting the delay to low may cuase multiple inputs for one action. Also, it may be a seizure hazard");
     }
     //will produce errors if no button is set change to give readible error
     DropButton.onPress.AddListener(activate_dropdown);
     //set the layers
     DropButton.setActivatinglayer(activating);
     DropButton.setHoveringlayer(hovering);
     maxOptionsShown = options.Length;
     //handle the text
     this.label = this.GetComponentInChildren <TextMesh>();
     label.text = defaultString;
     //fixing testing problems with slider
     if (oldSlider != null)
     {
         oldSlider.gameObject.active = false;
     }
     //handles starting default string
     //negative means start at default string
     if (defaultnumber < 0)
     {
         label.text = defaultString;
     }
     else
     {
         //if there is no default string pick the item at the number
         if (defaultString.Length == 0)
         {
             label.text = options[defaultnumber].label;
         }
         else
         {
             //resize to include the default
             string[] temp    = new string[options.Length + 1];
             int      counter = 0;
             for (int i = 0; i < options.Length; i++)
             {
                 string op = options[i].label;
                 if (counter == defaultnumber)
                 {
                     temp[counter] = defaultString;
                     counter++;
                 }
                 temp[counter] = op;
                 counter++;
             }
             if (counter == defaultnumber)
             {
                 temp[counter] = defaultString;
             }
         }
     }
 }