Files
ichni_Creator_Studio/Assets/Scripts/DynamicUI/Hierarchy/HierarchyTab.cs
2025-02-09 23:47:42 -05:00

125 lines
3.8 KiB
C#

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<HierarchyTab> 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<HierarchyTab>();
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<RectTransform>().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);
}
}
}
}