Exemplo n.º 1
0
        public static ScaffoldingConfig CreateInstance()
        {
            string            path = "";
            ScaffoldingConfig sc   = null;

#if UNITY_EDITOR
            RecursivelyFindFolderPath("Assets");
            path = _scaffoldingPath + "/Resources/SCConfig.asset";

            if (AssetDatabase.LoadAssetAtPath(path, typeof(ScaffoldingConfig)) == null)
            {
                sc = ScriptableObject.CreateInstance <ScaffoldingConfig> ();

                string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path);

                AssetDatabase.CreateAsset(sc, assetPathAndName);

                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
                EditorUtility.FocusProjectWindow();
            }

            sc = AssetDatabase.LoadAssetAtPath(path, typeof(ScaffoldingConfig)) as ScaffoldingConfig;
            sc.ScaffoldingPath = _scaffoldingPath;
#else
            path = "SCConfig.asset";
            sc   = Resources.Load <ScaffoldingConfig>(path);
#endif

            return(sc);
        }
Exemplo n.º 2
0
 /// <summary>
 /// Closes the overlay.
 /// </summary>
 internal void CloseOverlay()
 {
     if (targetView != null)
     {
         Type t = ScaffoldingConfig.GetType(targetView);
         _view.RequestOverlayClose(t);
     }
 }
Exemplo n.º 3
0
        /// <summary>
        /// Requests the screen with data.
        /// </summary>
        /// <param name="screenType">Screen type.</param>
        /// <param name="data">Data.</param>
        public void RequestView(Type screenType, SObject data)
        {
            if (_targetScreen == null || (_targetScreen.GetType() != screenType && !_targetScreen.IsSettingUp))
            {
                GameObject obj = GameObject.Instantiate(Resources.Load(_scaffoldingConfig.ViewPrefabPath(screenType.Name) + screenType.Name)) as GameObject;

                                #if UNITY_4_6 || UNITY_5
                obj.transform.SetParent(_scaffoldingConfig.DetermineParentGameObjectPath().transform);
                                #else
                obj.transform.parent = _scaffoldingConfig.DetermineParentGameObjectPath().transform;
                                #endif
                obj.transform.name = screenType.Name;

                _targetScreen = obj.GetComponent <AbstractView>();

                string s = screenType.Name + "Model";
                Type   t = ScaffoldingConfig.GetType(s);

                if (t != null)
                {
                    AbstractModel model = FindObjectOfType(t) as AbstractModel;
                    if (model != null)
                    {
                        model.RegisterView(_targetScreen);
                    }
                }

                if (_scaffoldingConfig.ScaffoldingEnableAllGameobjects)
                {
                    _targetScreen.gameObject.EnableAllChildren();
                }
                _targetScreen.Setup(this);


                obj.SetActive(false);

                _lastScreen = _currentScreen;

                _targetScreenData = data;

                if (_currentScreen != null)
                {
                    if (_targetScreen.showingType == AbstractView.ShowingTypes.ShowImmediately)
                    {
                        ScreenClose(_currentScreen.GetType());
                        ScreenOpen();
                    }
                    else
                    {
                        ScreenClose(_currentScreen.GetType());
                    }
                }
                else
                {
                    ScreenOpen();
                }
            }
        }
Exemplo n.º 4
0
        /// <summary>
        /// Requests the overlay open with data.
        /// </summary>
        /// <param name="overlayType">Overlay type.</param>
        /// <param name="data">Data.</param>
        public void RequestOverlay(Type overlayType, SObject viewData)
        {
            if (!_currentOverlays.ContainsKey(overlayType))
            {
                GameObject obj = GameObject.Instantiate(Resources.Load(_scaffoldingConfig.ViewPrefabPath(overlayType.Name) + overlayType.Name)) as GameObject;

                                #if UNITY_4_6 || UNITY_5
                obj.transform.SetParent(_scaffoldingConfig.DetermineParentGameObjectPath().transform);
                                #else
                obj.transform.parent = _scaffoldingConfig.DetermineParentGameObjectPath().transform;
                                #endif

                obj.transform.name = overlayType.Name;

                string s = overlayType.Name + "Model";
                Type   t = ScaffoldingConfig.GetType(s);

                if (t != null)
                {
                    AbstractModel model = FindObjectOfType(t) as AbstractModel;
                    if (model != null)
                    {
                        model.RegisterView(_targetScreen);
                    }
                }

                _targetOverlay = obj.GetComponent <AbstractView>();

                if (_scaffoldingConfig.ScaffoldingEnableAllGameobjects)
                {
                    _targetOverlay.gameObject.EnableAllChildren();
                }
                _targetOverlay.Setup(this);
                obj.SetActive(false);

                if (viewData != null && viewData.GetBool("Scaffolding:DisableInputsOnOverlay"))
                {
                    if (_disabledInputsOnView.ContainsKey(_currentScreen.GetType()))
                    {
                        _disabledInputsOnView[_currentScreen.GetType()].Add(overlayType);
                    }
                    else
                    {
                        List <Type> overlays = new List <Type>();
                        overlays.Add(overlayType);
                        _disabledInputsOnView.Add(_currentScreen.GetType(), overlays);
                    }
                    _currentScreen.DisableAllInputs();
                }

                _currentOverlays.Add(overlayType, _targetOverlay);
                OverlayOpen(_targetOverlay.GetType(), viewData);
            }
        }
Exemplo n.º 5
0
        /// <summary>
        /// Runs any methods attached to the button to run when clicked.
        /// </summary>
        private void RunButtonMethods()
        {
            int i = 0, l = selectedScript.Count;

            for (; i < l; ++i)
            {
                Type t = ScaffoldingConfig.GetType(selectedScript[i]);
                UnityEngine.Object o = GameObject.FindObjectOfType(t);

                if (o != null)
                {
                    MethodInfo method = t.GetMethod(selectedMethod[i]);
                    if (method.GetParameters().Length == 0)
                    {
                        method.Invoke(o, null);
                    }
                }
            }
        }
Exemplo n.º 6
0
        public static ScaffoldingConfig CreateInstance()
        {
            string            path = "";
            ScaffoldingConfig sc   = null;

#if UNITY_EDITOR
            RecursivelyFindFolderPath("Assets");
            RecursivelyFindAsset("Assets");
            path = _scaffoldingConfigPath;

            if (_scaffoldingConfigPath != null && !_scaffoldingConfigPath.Contains("Resources"))
            {
                Debug.LogWarning("Scaffolding:: The config file needs to be in a resources folder!");
            }

            if (path == null)
            {
                path = _scaffoldingPath + "/Resources/SCConfig.asset";
            }

            if (AssetDatabase.LoadAssetAtPath(path, typeof(ScaffoldingConfig)) == null)
            {
                sc = ScriptableObject.CreateInstance <ScaffoldingConfig> ();

                string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path);

                AssetDatabase.CreateAsset(sc, assetPathAndName);

                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
                EditorUtility.FocusProjectWindow();
            }

            sc = AssetDatabase.LoadAssetAtPath(path, typeof(ScaffoldingConfig)) as ScaffoldingConfig;
            sc.ScaffoldingPath       = _scaffoldingPath;
            sc.ScaffoldingConfigPath = _scaffoldingConfigPath;
#else
            path = "SCConfig.asset";
            sc   = Resources.Load <ScaffoldingConfig>(path);
#endif

            return(sc);
        }
Exemplo n.º 7
0
        private void LevelWasLoaded()
        {
            if (DontDestroyThisOnLoad)
            {
                if (_viewToOpenWithScene != null && _viewToOpenWithScene.ContainsKey(_requestedSceneName))
                {
                    Type t = _viewToOpenWithScene[_requestedSceneName];
                    _viewToOpenWithScene.Remove(_requestedSceneName);
                    RequestView(t);
                }
                else if (_overlayToOpenWithScene != null && _overlayToOpenWithScene.ContainsKey(_requestedSceneName))
                {
                    Type t = _overlayToOpenWithScene[_requestedSceneName];
                    _overlayToOpenWithScene.Remove(_requestedSceneName);
                    RequestOverlay(t);
                }
                else
                {
                    //use defaults that are in the scene!
                    ScaffoldingStartingView sv = _scaffoldingConfig.GetViewDataForScene(Application.loadedLevelName);
                    Type t = ScaffoldingConfig.GetType(sv.StartingViewName);

                    if (t != null)
                    {
                        switch (sv.StartingViewType)
                        {
                        case ViewType.View:
                            RequestView(t);
                            break;

                        case ViewType.Overlay:
                            RequestOverlay(t);
                            break;
                        }
                    }
                    else
                    {
                        Debug.LogWarning("Scaffolding:: No views or overlays have been set to open when this scene loads.");
                    }
                }
            }
        }
Exemplo n.º 8
0
        /// <summary>
        /// The startup sequence. Scaffolding starts from here.
        /// </summary>
        public void Init()
        {
            if (DontDestroyThisOnLoad)
            {
                GameObject.DontDestroyOnLoad(gameObject);
            }

            _scaffoldingConfig    = Resources.Load <ScaffoldingConfig>("SCConfig");
            _disabledInputsOnView = new Dictionary <Type, List <Type> >();

            _currentOverlays = new Dictionary <Type, AbstractView>();
            ScaffoldingStartingView sv = _scaffoldingConfig.GetViewDataForScene(Application.loadedLevelName);
            Type t = ScaffoldingConfig.GetType(sv.StartingViewName);

            if (t != null && GameObject.FindObjectOfType <AbstractView>() == null)
            {
                switch (sv.StartingViewType)
                {
                case ViewType.View:
                    RequestView(t);
                    break;

                case ViewType.Overlay:
                    RequestOverlay(t);
                    break;
                }
            }
            else
            {
                AbstractView v = GameObject.FindObjectOfType <AbstractView>();
                if (v != null)
                {
                    Destroy(v.gameObject);
                    RequestView(v.GetType());
                }
                else
                {
                    Debug.LogWarning("Scaffolding -- ViewManager: No views assigned to start with!");
                }
            }
        }
Exemplo n.º 9
0
 internal void OpenView()
 {
     if (targetView != null)
     {
         if (openAsScreen)
         {
             if (loadingOverlay != "")
             {
                 _view.RequestViewWithLoadingOverlay(ScaffoldingConfig.GetType(targetView), ScaffoldingConfig.GetType(loadingOverlay));
             }
             else
             {
                 _view.RequestView(ScaffoldingConfig.GetType(targetView));
             }
         }
         else
         {
             Type t = ScaffoldingConfig.GetType(targetView);
             _view.RequestOverlay(t, disableInputsOnOverlay);
         }
     }
 }