using System.Collections; using System.Collections.Generic; using Ichni.RhythmGame; using TMPro; using UnityEngine; using UnityEngine.UI; namespace Ichni.Editor { public partial class HierarchyTab : MonoBehaviour { public GameObject indentationLinePrefab; public GameElement connectedGameElement; public HierarchyTab parentTab; public List childTabList; public int tabLayer; public bool isSelected; public bool isExpanded; public RectTransform tabRect; public LayoutElement layoutElement; public RectTransform tabMainRect; public Button tabButton; public Button expandButton; public Button gotoButton; public TMP_Text tabButtonText; public void SetTab(GameElement targetElement, GameElement parentElement) { tabButtonText.text = targetElement.elementName; targetElement.connectedTab = this; this.isExpanded = false; this.isSelected = false; this.childTabList = new List(); if (parentElement == null) { this.tabLayer = 0; this.parentTab = null; this.transform.SetAsLastSibling(); } else { this.parentTab = parentElement.connectedTab; this.tabLayer = this.parentTab.tabLayer + 1; this.parentTab.childTabList.Add(this); this.transform.SetSiblingIndex(this.parentTab.transform.GetSiblingIndex() + GetAllChildrenCount(this.parentTab)); if (!this.parentTab.isExpanded) { this.isExpanded = false; SetExpansion(false); } for (int i = 1; i <= this.tabLayer; i++) { float lineX = 10 * i; Instantiate(indentationLinePrefab, tabRect).GetComponent().anchoredPosition = new Vector2(lineX, 0); } } float posX = -25 + 10 * tabLayer; tabMainRect.anchoredPosition = new Vector2(posX, tabMainRect.anchoredPosition.y); expandButton.onClick.AddListener(ExpandOrFold); } } public partial class HierarchyTab { private int GetAllChildrenCount(HierarchyTab tab) { int c = tab.childTabList.Count; for (int i = 0; i < tab.childTabList.Count; i++) { c += GetAllChildrenCount(tab.childTabList[i]); } return c; } private void ExpandOrFold() { this.childTabList.RemoveAll(s => s == null); bool op = !isExpanded; for (int i = 0; i < childTabList.Count; i++) { childTabList[i].SetExpansion(op); } isExpanded = op; } private void SetExpansion(bool expand) { if (!(expand == true && isExpanded == false)) { foreach (var tab in childTabList) { tab.SetExpansion(expand); } } if (expand) { gameObject.SetActive(true); tabRect.localScale = Vector3.one; layoutElement.ignoreLayout = false; } else { tabRect.localScale = Vector3.zero; layoutElement.ignoreLayout = true; gameObject.SetActive(false); } } } }