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CommunityEntity.UI.cs
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825 lines (706 loc) · 36.9 KB
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using UnityEngine;
using UnityEngine.UI;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Facepunch.Extend;
using System.IO;
using Rust.Workshop;
using TMPro;
#if CLIENT
public partial class CommunityEntity
{
private static List<GameObject> AllUi = new List<GameObject>();
private static Dictionary<string, GameObject> UiDict = new Dictionary<string, GameObject>();
private static List<string> ScrollViews = new List<string>();
public static void DestroyServerCreatedUI()
{
foreach ( var go in AllUi )
{
if ( !go ) continue;
GameObject.Destroy( go );
}
AllUi.Clear();
UiDict.Clear();
requestingTextureImages.Clear();
ScrollViews.Clear();
UnloadTextureCache();
}
public void SetVisible( bool b )
{
foreach (var go in OverallPanels)
{
var c = go.GetComponent<Canvas>();
if (c != null)
{
c.gameObject.SetActive(b);
}
}
}
private static void RegisterUi( GameObject go )
{
AllUi.Add( go );
UiDict[ go.name ] = go;
}
[RPC_Client]
public void AddUI( RPCMessage msg )
{
if ( Client.IsPlayingDemo && !ConVar.Demo.showCommunityUI )
return;
var str = msg.read.StringRaw();
if ( string.IsNullOrEmpty( str ) ) return;
var jsonArray = JSON.Array.Parse( str );
if ( jsonArray == null ) return;
foreach ( var value in jsonArray )
{
var json = value.Obj;
if ( json.ContainsKey( "destroyUi" ) )
{
DestroyPanel( json.GetString( "destroyUi", "AddUI CreatedPanel" ) );
}
var parentPanel = FindPanel( json.GetString( "parent", "Overlay" ) );
var gameObjectName = json.GetString( "name", "AddUI CreatedPanel" );
// ensuring that unnamed panels are given a unique name
if ( parentPanel == null )
{
Debug.LogWarning( "AddUI: Unknown Parent for \"" + gameObjectName + "\": " + json.GetString( "parent", "Overlay" ) );
return;
}
var allowUpdate = json.GetBoolean( "update", false );
GameObject go = null;
if ( allowUpdate && json.ContainsKey( "name" ) )
{
go = FindPanel( gameObjectName, false );
}
if ( allowUpdate && go == null )
{
Debug.LogWarning( $"[AddUI] Unable to update object '{gameObjectName}': can't be found" );
return;
}
if ( go == null )
{
go = new GameObject( gameObjectName, typeof( RectTransform ) );
go.transform.SetParent( parentPanel.transform, false );
RegisterUi( go );
var rt = go.GetComponent<RectTransform>();
if ( rt )
FitParent(rt);
}
foreach ( var component in json.GetArray( "components" ) )
{
CreateComponents( go, component.Obj, allowUpdate );
}
if ( json.ContainsKey( "fadeOut" ) )
{
go.AddComponent<FadeOut>().duration = json.GetFloat( "fadeOut", 0 );
}
}
}
private GameObject FindPanel( string name, bool allowScrollviews = true )
{
// if its a scrollview we're looking for, return the child if it exists
if(allowScrollviews && ScrollViews.Contains(name)){
var scrollContent = FindPanel(name + "___Content");
if(scrollContent != null)
return scrollContent;
}
GameObject panel;
if ( UiDict.TryGetValue( name, out panel ) )
{
return panel;
}
var tx = transform.FindChildRecursive( name );
if ( tx ) return tx.gameObject;
return null;
}
// Move this local function outside CreateComponents()
private static void HandleEnableState( JSON.Object json, Behaviour component )
{
if ( json.TryGetBoolean( "enabled", out var result ) )
{
component.enabled = result;
}
}
private void CreateComponents( GameObject go, JSON.Object obj, bool allowUpdate )
{
// Unsure if local functions allocate like lambdas do, this is just for modding so not a big deal & can double check once it builds
bool ShouldUpdateField( string fieldName )
{
return !allowUpdate || obj.ContainsKey( fieldName );
}
// Only checks field name (if we want to keep default value)
bool HasField( string fieldName)
{
return obj.ContainsKey(fieldName);
}
T GetOrAddComponent<T>() where T : Component
{
if ( allowUpdate && go.TryGetComponent( out T component ) )
{
return component;
}
return go.AddComponent<T>();
}
//
// This is the 'stupid' but 'safe & predictable way of doing this.
//
switch ( obj.GetString( "type", "UnityEngine.UI.Text" ) )
{
case "UnityEngine.UI.Text":
{
var c = GetOrAddComponent<UnityEngine.UI.Text>();
HandleEnableState( obj, c );
if ( ShouldUpdateField( "text" ) )
c.text = obj.GetString( "text", "Text" );
if ( ShouldUpdateField( "fontSize" ) )
c.fontSize = obj.GetInt( "fontSize", 14 );
if ( ShouldUpdateField( "font" ) )
{
c.font = LoadFont(obj.GetString("font", strDEFAULT: "RobotoCondensed-Bold.ttf"));
}
if ( ShouldUpdateField( "align" ) )
c.alignment = ParseEnum( obj.GetString( "align" ), TextAnchor.UpperLeft );
if ( ShouldUpdateField( "color" ) )
c.color = ColorEx.Parse( obj.GetString( "color", "1.0 1.0 1.0 1.0" ) );
if ( ShouldUpdateField( "verticalOverflow" ) )
c.verticalOverflow = ParseEnum( obj.GetString( "verticalOverflow", "Truncate" ), VerticalWrapMode.Truncate );
GraphicComponentCreated( c, obj );
break;
}
case "UnityEngine.UI.Image":
{
var c = GetOrAddComponent<UnityEngine.UI.Image>();
HandleEnableState( obj, c );
if ( ShouldUpdateField( "sprite" ) )
c.sprite = FileSystem.Load<Sprite>( obj.GetString( "sprite", "Assets/Content/UI/UI.Background.Tile.psd" ) );
if ( ShouldUpdateField( "material" ) )
c.material = FileSystem.Load<Material>( obj.GetString( "material", "Assets/Icons/IconMaterial.mat" ) );
if ( ShouldUpdateField( "color" ) )
c.color = ColorEx.Parse( obj.GetString( "color", "1.0 1.0 1.0 1.0" ) );
if ( ShouldUpdateField( "imagetype" ) )
c.type = ParseEnum( obj.GetString( "imagetype", "Simple" ), UnityEngine.UI.Image.Type.Simple );
if ( obj.ContainsKey( "png" ) && uint.TryParse( obj.GetString( "png" ), out var id ) )
{
ApplyTextureToImage( c, id );
}
if ( obj.ContainsKey( "itemid" ) )
{
var itemdef = ItemManager.FindItemDefinition( obj.GetInt( "itemid" ) );
if ( itemdef != null )
{
c.material = null;
c.sprite = itemdef.iconSprite;
if ( obj.ContainsKey( "skinid" ) )
{
var requestedSkin = (ulong)obj.GetNumber( "skinid" );
var skin = itemdef.skins.FirstOrDefault( x => x.id == (int)requestedSkin );
if ( skin.id == (int)requestedSkin )
{
c.sprite = skin.invItem.icon;
}
else
{
var workshopSprite = WorkshopIconLoader.Find( requestedSkin, null, () =>
{
if ( c != null )
c.sprite = WorkshopIconLoader.Find( requestedSkin );
} );
if ( workshopSprite != null )
{
c.sprite = workshopSprite;
}
}
}
}
}
GraphicComponentCreated( c, obj );
break;
}
case "UnityEngine.UI.RawImage":
{
var c = GetOrAddComponent<UnityEngine.UI.RawImage>();
HandleEnableState( obj, c );
if ( ShouldUpdateField( "sprite" ) )
c.texture = FileSystem.Load<Texture>( obj.GetString( "sprite", "Assets/Icons/rust.png" ) );
if ( ShouldUpdateField( "color" ) )
c.color = ColorEx.Parse( obj.GetString( "color", "1.0 1.0 1.0 1.0" ) );
if ( obj.ContainsKey( "material" ) )
{
c.material = FileSystem.Load<Material>( obj.GetString( "material" ) );
}
if ( obj.ContainsKey( "url" ) )
{
Rust.Global.Runner.StartCoroutine( LoadTextureFromWWW( c, obj.GetString( "url" ) ) );
}
if ( obj.ContainsKey( "png" ) && uint.TryParse( obj.GetString( "png" ), out var id ) )
{
ApplyTextureToImage( c, id );
}
if ( obj.ContainsKey( "steamid" ) )
{
var steamidString = obj.GetString( "steamid" );
if(ulong.TryParse(steamidString, out var steamId))
c.texture = SingletonComponent<SteamClientWrapper>.Instance.GetAvatarTexture(steamId);
}
GraphicComponentCreated( c, obj );
break;
}
case "UnityEngine.UI.Button":
{
var c = GetOrAddComponent<UnityEngine.UI.Button>();
HandleEnableState( obj, c );
if ( obj.ContainsKey( "command" ) )
{
var cmd = obj.GetString( "command" );
if ( allowUpdate )
c.onClick.RemoveAllListeners();
c.onClick.AddListener( () => { ConsoleNetwork.ClientRunOnServer( cmd ); } );
}
if ( obj.ContainsKey( "close" ) )
{
var pnlName = obj.GetString( "close" );
if ( allowUpdate )
c.onClick.RemoveAllListeners();
c.onClick.AddListener( () => { DestroyPanel( pnlName ); } );
}
// bg image
var img = GetOrAddComponent<UnityEngine.UI.Image>();
if ( ShouldUpdateField( "sprite" ) )
img.sprite = FileSystem.Load<Sprite>( obj.GetString( "sprite", "Assets/Content/UI/UI.Background.Tile.psd" ) );
if ( ShouldUpdateField( "material" ) )
img.material = FileSystem.Load<Material>( obj.GetString( "material", "Assets/Icons/IconMaterial.mat" ) );
if ( ShouldUpdateField( "color" ) )
img.color = ColorEx.Parse( obj.GetString( "color", "1.0 1.0 1.0 1.0" ) );
if ( ShouldUpdateField( "imagetype" ) )
img.type = ParseEnum( obj.GetString( "imagetype", "Simple" ), UnityEngine.UI.Image.Type.Simple );
c.image = img;
// Modify the color of the button when hovered
var colors = c.colors;
if (HasField("normalColor"))
colors.normalColor = ColorEx.Parse(obj.GetString("normalColor", "1.0 1.0 1.0 1.0"));
if (HasField("highlightedColor"))
colors.highlightedColor = ColorEx.Parse(obj.GetString("highlightedColor", "1.0 1.0 1.0 1.0"));
if (HasField("pressedColor"))
colors.pressedColor = ColorEx.Parse(obj.GetString("pressedColor", "1.0 1.0 1.0 1.0"));
if (HasField("selectedColor"))
colors.selectedColor = ColorEx.Parse(obj.GetString("selectedColor", "1.0 1.0 1.0 1.0"));
if (HasField("disabledColor"))
colors.disabledColor = ColorEx.Parse(obj.GetString("disabledColor", "0.5 0.5 0.5 0.5"));
if (HasField("colorMultiplier"))
colors.colorMultiplier = obj.GetFloat("colorMultiplier", 1.0f);
if (HasField("fadeDuration"))
colors.fadeDuration = obj.GetFloat("fadeDuration", 0.1f);
c.colors = colors;
GraphicComponentCreated( img, obj );
break;
}
case "UnityEngine.UI.Outline":
{
var c = GetOrAddComponent<UnityEngine.UI.Outline>();
HandleEnableState( obj, c );
if ( ShouldUpdateField( "color" ) )
c.effectColor = ColorEx.Parse( obj.GetString( "color", "1.0 1.0 1.0 1.0" ) );
if ( ShouldUpdateField( "distance" ) )
c.effectDistance = Vector2Ex.Parse( obj.GetString( "distance", "1.0 -1.0" ) );
c.useGraphicAlpha = obj.ContainsKey( "useGraphicAlpha" );
break;
}
case "UnityEngine.UI.InputField":
{
var t = GetOrAddComponent<UnityEngine.UI.Text>();
HandleEnableState( obj, t );
if ( ShouldUpdateField( "fontSize" ) )
t.fontSize = obj.GetInt( "fontSize", allowUpdate ? t.fontSize : 14 );
if ( ShouldUpdateField( "font" ) )
{
t.font = LoadFont(obj.GetString("font", strDEFAULT: "RobotoCondensed-Bold.ttf"));
}
if ( ShouldUpdateField( "align" ) )
t.alignment = ParseEnum( obj.GetString( "align" ), TextAnchor.UpperLeft );
if ( ShouldUpdateField( "color" ) )
t.color = ColorEx.Parse( obj.GetString( "color", "1.0 1.0 1.0 1.0" ) );
var c = GetOrAddComponent<UnityEngine.UI.InputField>();
HandleEnableState( obj, c );
c.textComponent = t;
if ( ShouldUpdateField( "characterLimit" ) )
c.characterLimit = obj.GetInt( "characterLimit", allowUpdate ? c.characterLimit : 0 );
if ( obj.ContainsKey( "command" ) )
{
var cmd = obj.GetString( "command" );
if ( allowUpdate )
c.onEndEdit.RemoveAllListeners();
c.onEndEdit.AddListener( ( value ) => { ConsoleNetwork.ClientRunOnServer( cmd + " " + value ); } );
}
if ( ShouldUpdateField( "text" ) )
c.text = obj.GetString( "text", "Text" );
if ( ShouldUpdateField( "readOnly" ) )
c.readOnly = obj.GetBoolean( "readOnly", false );
if ( ShouldUpdateField( "lineType" ) )
c.lineType = ParseEnum( obj.GetString( "lineType", "SingleLine" ), InputField.LineType.SingleLine );
if ( obj.TryGetBoolean( "password", out var password ) )
{
c.inputType = password ? InputField.InputType.Password : InputField.InputType.Standard;
}
if ( obj.TryGetBoolean( "needsKeyboard", out var needsKeyboard ) )
{
var comp = GetOrAddComponent<NeedsKeyboardInputField>();
comp.enabled = needsKeyboard;
}
//blocks keyboard input the same as NeedsKeyboard, but is used for UI in the inventory/crafting
if ( obj.TryGetBoolean( "hudMenuInput", out var hudMenuInput ) )
{
var comp = GetOrAddComponent<HudMenuInput>();
comp.enabled = hudMenuInput;
}
if ( obj.ContainsKey( "autofocus" ) )
{
c.Select();
}
GraphicComponentCreated( t, obj );
break;
}
case "NeedsCursor":
{
var c = GetOrAddComponent<NeedsCursor>();
HandleEnableState( obj, c );
break;
}
case "RectTransform":
{
var rt = go.GetComponent<RectTransform>();
if ( rt )
{
if ( ShouldUpdateField( "anchormin" ) )
rt.anchorMin = Vector2Ex.Parse( obj.GetString( "anchormin", "0.0 0.0" ) );
if ( ShouldUpdateField( "anchormax" ) )
rt.anchorMax = Vector2Ex.Parse( obj.GetString( "anchormax", "1.0 1.0" ) );
if ( ShouldUpdateField( "offsetmin" ) )
rt.offsetMin = Vector2Ex.Parse( obj.GetString( "offsetmin", "0.0 0.0" ) );
if ( ShouldUpdateField( "offsetmax" ) )
rt.offsetMax = Vector2Ex.Parse( obj.GetString( "offsetmax", "1.0 1.0" ) );
// some Update only fields to allow reparenting of draggables if needed
if (allowUpdate && obj.ContainsKey( "setParent" ) ){
var newParentName = obj.GetString( "setParent", null );
if(!string.IsNullOrEmpty(newParentName)){
var newParent = FindPanel(newParentName);
if(newParent)
rt.SetParent(newParent.transform);
}
}
if(allowUpdate && obj.ContainsKey( "setTransformIndex" ) ){
var newIndex = obj.GetInt("setTransformIndex", -1);
if(newIndex >= 0)
rt.SetSiblingIndex(newIndex);
}
}
break;
}
case "Countdown":
{
var c = GetOrAddComponent<Countdown>();
HandleEnableState( obj, c );
if ( ShouldUpdateField( "endTime" ) )
c.endTime = obj.GetFloat( "endTime", allowUpdate ? c.endTime : 0f );
if ( ShouldUpdateField( "startTime" ) )
c.startTime = obj.GetFloat( "startTime", allowUpdate ? c.startTime : 0f );
if ( ShouldUpdateField( "step" ) )
c.step = obj.GetFloat( "step", allowUpdate ? c.step : 1f );
if ( ShouldUpdateField( "interval" ) ) {
c.interval = obj.GetFloat( "interval", allowUpdate ? c.interval : c.step );
if(allowUpdate)
c.Reset();
}
if ( ShouldUpdateField( "timerFormat" ) )
c.timerFormat = ParseEnum<Countdown.TimerFormat>(obj.GetString("timerFormat", "None"), allowUpdate ? c.timerFormat : Countdown.TimerFormat.None);
if ( ShouldUpdateField( "numberFormat" ) )
c.numberFormat = obj.GetString( "numberFormat", allowUpdate ? c.numberFormat : "0.####" );
if ( ShouldUpdateField( "destroyIfDone" ) )
c.destroyIfDone = obj.GetBoolean( "destroyIfDone", allowUpdate ? c.destroyIfDone : true);
if ( obj.ContainsKey( "command" ) )
{
c.command = obj.GetString( "command" );
}
break;
}
case "Draggable":
{
var drag = go.GetComponent<Draggable>();
if(!drag){
drag = go.AddComponent<Draggable>();
go.AddComponent<CanvasGroup>();
}
if( ShouldUpdateField("limitToParent"))
drag.limitToParent = obj.GetBoolean("limitToParent", false);
if( ShouldUpdateField("maxDistance"))
drag.maxDistance = obj.GetFloat("maxDistance", -1f);
if( ShouldUpdateField("allowSwapping"))
drag.allowSwapping = obj.GetBoolean("allowSwapping", false);
if( ShouldUpdateField("dropAnywhere"))
drag.dropAnywhere = obj.GetBoolean("dropAnywhere", true);
if( ShouldUpdateField("dragAlpha"))
drag.dragAlpha = obj.GetFloat("dragAlpha", 1f);
if( ShouldUpdateField("parentLimitIndex"))
drag.parentLimitIndex = obj.GetInt("parentLimitIndex", 1);
if( ShouldUpdateField("filter"))
drag.filter = obj.GetString("filter", null);
if( ShouldUpdateField("parentPadding"))
drag.parentPadding = Vector2Ex.Parse(obj.GetString("parentPadding", "0 0"));
if( ShouldUpdateField("anchorOffset"))
drag.anchorOffset = Vector2Ex.Parse(obj.GetString("anchorOffset", "0 0"));
if( ShouldUpdateField("keepOnTop"))
drag.keepOnTop = obj.GetBoolean("keepOnTop", false);
var preferredDefault = DraggablePositionSendType.NormalizedScreen;
// find a better default depending on specified settings
if(drag.maxDistance > 0f){
preferredDefault = DraggablePositionSendType.RelativeAnchor;
} else if(drag.limitToParent){
preferredDefault = DraggablePositionSendType.NormalizedParent;
}
if( ShouldUpdateField("positionRPC"))
drag.positionRPC = ParseEnum<DraggablePositionSendType>(obj.GetString("positionRPC", null), preferredDefault);
// some Update only fields to trigger certain functions
if(allowUpdate & obj.ContainsKey("moveToAnchor"))
drag.MoveToAnchor();
if(allowUpdate & obj.ContainsKey("rebuildAnchor"))
drag.RebuildAnchor();
drag.Init();
HandleEnableState(obj, drag);
break;
}
case "Slot":
{
var slot = GetOrAddComponent<DraggableSlot>();
if(ShouldUpdateField("filter"))
slot.filter = obj.GetString("filter", null);
slot.Init();
HandleEnableState(obj, slot);
break;
}
case "NeedsKeyboard":
{
var c = GetOrAddComponent<NeedsKeyboard>();
HandleEnableState( obj, c );
break;
}
case "UnityEngine.UI.ScrollView":
{
var scrollRect = GetOrAddComponent<ScrollRect>();
HandleEnableState(obj, scrollRect);
if(!ScrollViews.Contains(go.name)) ScrollViews.Add(go.name);
// Adding a Canvas allows unity to isolate any changes inside the scrollrect, improving performance as the outer canvas wont need an update on scroll
var canvas = go.GetComponent<Canvas>();
if(!canvas){
canvas = go.AddComponent<Canvas>();
go.AddComponent<GraphicRaycaster>();
}
// already present if its being updated
if(!allowUpdate){
// add viewport as child component, dont register it as a ui panel though. this allows scrollbars to resize the viewport if autoHide is set to true
var viewportGO = new GameObject(go.name + "___Viewport");
var viewportRT = viewportGO.AddComponent<RectTransform>();
FitParent(viewportRT);
// this is required if the scrollbar shrinks the viewport, it ensures the viewport is pushed to the top left corner
// the default pivot would center it, meaning the scrollbar would partially cover it instead of being beside it
viewportRT.pivot = new Vector2(0f, 1f);
viewportRT.SetParent(go.transform, false);
var mask = viewportGO.AddComponent<RectMask2D>();
scrollRect.viewport = viewportRT;
// if(obj.ContainsKey("maskSoftness"))
// mask.softness = Vector2Int.RoundToInt(Vector2Ex.Parse( obj.GetString( "maskSoftness", "0.0 0.0" )));
// create & register content panel
var childGO = new GameObject(go.name + "___Content");
childGO.transform.SetParent(viewportGO.transform, false);
RegisterUi(childGO);
scrollRect.content = childGO.AddComponent<RectTransform>();
}
// initialize from the json object
if(ShouldUpdateField("contentTransform")){
var contentObj = obj.GetObject("contentTransform");
scrollRect.content.anchorMin = Vector2Ex.Parse( contentObj.GetString( "anchormin", "0.0 0.0" ) );
scrollRect.content.anchorMax = Vector2Ex.Parse( contentObj.GetString( "anchormax", "1.0 1.0" ) );
scrollRect.content.offsetMin = Vector2Ex.Parse( contentObj.GetString( "offsetmin", "0.0 0.0" ) );
// we dont have to apply the shoddy offsetmax default here because no existing implementations rely on it
scrollRect.content.offsetMax = Vector2Ex.Parse( contentObj.GetString( "offsetmax", "0.0 0.0" ) );
}
if(ShouldUpdateField("horizontal"))
scrollRect.horizontal = obj.GetBoolean("horizontal", false);
if(ShouldUpdateField("vertical"))
scrollRect.vertical = obj.GetBoolean("vertical", false);
if(ShouldUpdateField("movementType"))
scrollRect.movementType = ParseEnum<ScrollRect.MovementType>(obj.GetString("movementType", "Clamped"), ScrollRect.MovementType.Clamped);
if(ShouldUpdateField("elasticity"))
scrollRect.elasticity = obj.GetFloat("elasticity", 0.1f);
if(ShouldUpdateField("inertia"))
scrollRect.inertia = obj.GetBoolean("inertia", false);
if(ShouldUpdateField("decelerationRate"))
scrollRect.decelerationRate = obj.GetFloat("decelerationRate", 0.135f);
if(ShouldUpdateField("scrollSensitivity"))
scrollRect.scrollSensitivity = obj.GetFloat("scrollSensitivity", 1f);
// add scrollbars if objects are present
GameObject barGO;
JSON.Object scrollObj;
bool invert;
bool hideUnlessNeeded;
Scrollbar scrollbar;
// dont need ShouldUpdateField here either
if(scrollRect.horizontal && obj.ContainsKey("horizontalScrollbar")){
barGO = new GameObject("Horizontal Scrollbar");
scrollObj = obj.GetObject("horizontalScrollbar");
invert = scrollObj.GetBoolean("invert", false);
hideUnlessNeeded = scrollObj.GetBoolean("autoHide", false);
scrollbar = barGO.AddComponent<Scrollbar>();
HandleEnableState(scrollObj, scrollbar);
barGO.transform.SetParent(go.transform, false);
scrollbar.direction = (invert ? Scrollbar.Direction.LeftToRight : Scrollbar.Direction.RightToLeft);
scrollRect.horizontalScrollbar = scrollbar;
if(hideUnlessNeeded)
scrollRect.horizontalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport;
BuildScrollbar(scrollbar, scrollObj, false);
}
// dont need ShouldUpdateField here either
if(scrollRect.vertical && obj.ContainsKey("verticalScrollbar")){
barGO = new GameObject("Vertical Scrollbar");
scrollObj = obj.GetObject("verticalScrollbar");
invert = scrollObj.GetBoolean("invert", false);
hideUnlessNeeded = scrollObj.GetBoolean("autoHide", false);
scrollbar = barGO.AddComponent<Scrollbar>();
HandleEnableState(scrollObj, scrollbar);
barGO.transform.SetParent(go.transform, false);
scrollbar.direction = (invert ? Scrollbar.Direction.TopToBottom : Scrollbar.Direction.BottomToTop);
scrollRect.verticalScrollbar = scrollbar;
if(hideUnlessNeeded)
scrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport;
BuildScrollbar(scrollbar, scrollObj, true);
}
break;
}
}
}
private void BuildScrollbar(Scrollbar scrollbar, JSON.Object obj, bool vertical){
// build the scrollbar handle
var handle = new GameObject("Scrollbar Handle");
var handleRT = handle.AddComponent<RectTransform>();
FitParent(handleRT);
handle.transform.SetParent(scrollbar.transform, false);//.SetParent(track.transform, false);
var handleImage = handle.AddComponent<Image>();
handleImage.sprite = FileSystem.Load<Sprite>( obj.GetString( "handleSprite", "assets/content/ui/ui.rounded.tga" ) );
handleImage.type = Image.Type.Sliced;
// target for color changes
scrollbar.image = handleImage;
scrollbar.handleRect = handleRT;
// style the scollbar
float size = obj.GetFloat("size", 20f);
var block = scrollbar.colors;
block.normalColor = ColorEx.Parse( obj.GetString( "handleColor", "0.15 0.15 0.15 1" ) ); // main color
block.highlightedColor = ColorEx.Parse( obj.GetString( "highlightColor", "0.17 0.17 0.17 1" ) ); // hover
block.pressedColor = ColorEx.Parse( obj.GetString( "pressedColor", "0.2 0.2 0.2 1" ) ); // press
block.selectedColor = block.pressedColor; // never really used, but can still show up sometimes
scrollbar.colors = block;
// style the background track
var image = scrollbar.gameObject.AddComponent<Image>();
image.sprite = FileSystem.Load<Sprite>( obj.GetString( "trackSprite", "assets/content/ui/ui.background.tile.psd" ) );
image.type = Image.Type.Sliced;
image.color = ColorEx.Parse( obj.GetString( "trackColor", "0.09 0.09 0.09 1" ) ); // background
// position the scrollbar
var rt = scrollbar.GetComponent<RectTransform>();
if(rt == null)
return;
if(vertical){
// positions it along the right side
rt.anchorMin = new Vector2(1f, 0f);
rt.anchorMax = new Vector2(1f, 1f);
rt.pivot = new Vector2(0f, 0.5f);
rt.offsetMin = new Vector2(-size, 0f);
rt.offsetMax = Vector2.zero;
} else {
// positions it along the bottom
rt.anchorMin = new Vector2(0f, 0f);
rt.anchorMax = new Vector2(1f, 0f);
rt.pivot = new Vector2(0.5f, 0f);
rt.offsetMin = new Vector2(0f, -size);
rt.offsetMax = Vector2.zero;
}
}
// sets the transform to a sensible default
private void FitParent(RectTransform transform){
transform.anchorMin = Vector2.zero;
transform.anchorMax = Vector2.one;
transform.offsetMin = Vector2.zero;
transform.offsetMax = Vector2.one; // to preserve the shoddy offsetmax default that alot of existing UIs rely on
}
private static T ParseEnum<T>(string value, T defaultValue)
where T : struct, System.Enum
{
if ( string.IsNullOrWhiteSpace( value ) ) return defaultValue;
return System.Enum.TryParse<T>( value, true, out var parsedValue ) ? parsedValue : defaultValue;
}
private void GraphicComponentCreated( UnityEngine.UI.Graphic c, JSON.Object obj )
{
if ( obj.ContainsKey( "fadeIn" ) )
{
c.canvasRenderer.SetAlpha( 0f );
c.CrossFadeAlpha( 1f, obj.GetFloat( "fadeIn", 0 ), true );
}
}
private IEnumerator LoadTextureFromWWW( UnityEngine.UI.RawImage c, string p )
{
var www = new WWW( p.Trim() );
while ( !www.isDone )
{
yield return null;
}
if ( !string.IsNullOrEmpty( www.error ) )
{
Debug.Log( "Error downloading image: " + p + " (" + www.error + ")" );
www.Dispose();
yield break;
}
Texture2D texture = new Texture2D( 2, 2, TextureFormat.RGBA32, false );
www.LoadImageIntoTexture( texture );
if ( c == null )
{
Debug.Log( "Error downloading image: " + p + " (not an image)" );
www.Dispose();
yield break;
}
c.texture = texture;
www.Dispose();
}
private Font LoadFont(string fontName)
{
var font = FileSystem.Load<Font>( "Assets/Content/UI/Fonts/" + fontName );
if (font == null)
{
// Fallback to TMP default font if the loading failed
font = TMP_Settings.defaultFontAsset.sourceFontFile;
Debug.LogWarning($"Failed loading {fontName}, using RobotoCondensed-Bold as a fallback");
}
return font;
}
[RPC_Client]
public void DestroyUI( RPCMessage msg )
{
DestroyPanel( msg.read.StringRaw() );
}
private void DestroyPanel( string pnlName )
{
GameObject panel;
if ( !UiDict.TryGetValue( pnlName, out panel ) ) return;
UiDict.Remove( pnlName );
if ( !panel )
return;
//Remove it from the scrollviews if its present
ScrollViews.Remove(pnlName);
var fadeOut = panel.GetComponent<FadeOut>();
if ( fadeOut )
{
fadeOut.FadeOutAndDestroy();
}
else
{
Destroy( panel );
}
}
}
#endif