CapersProject/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/UI/Unity UI/Quest/UnityUIQuestTrackTemplate.cs

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// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine;
using System.Collections.Generic;
namespace PixelCrushers.DialogueSystem
{
/// <summary>
/// This component hooks up the elements of a Unity UI quest track template,
/// which is used by the Unity UI Quest Tracker.
/// Add it to your quest track template and assign the properties.
/// </summary>
[AddComponentMenu("")] // Use wrapper.
public class UnityUIQuestTrackTemplate : MonoBehaviour
{
[Header("Quest Heading")]
[Tooltip("The heading - name or description depends on tracker setting")]
public UnityEngine.UI.Text description;
public UnityUIQuestTemplateAlternateDescriptions alternateDescriptions = new UnityUIQuestTemplateAlternateDescriptions();
[Header("Quest Entries")]
[Tooltip("(Optional) If set, holds instantiated quest entries")]
public Transform entryContainer;
[Tooltip("Used for quest entries")]
public UnityEngine.UI.Text entryDescription;
public UnityUIQuestTemplateAlternateDescriptions alternateEntryDescriptions = new UnityUIQuestTemplateAlternateDescriptions();
private List<UnityEngine.UI.Text> instances = null;
public bool ArePropertiesAssigned
{
get
{
return (description != null) && (entryDescription != null);
}
}
private int numEntries = 0;
public void Initialize()
{
if (description != null) description.gameObject.SetActive(false);
alternateDescriptions.SetActive(false);
if (entryDescription != null) entryDescription.gameObject.SetActive(false);
alternateEntryDescriptions.SetActive(false);
if (entryContainer != null)
{
entryContainer.gameObject.SetActive(false);
if (instances != null)
{
for (int i = 0; i < instances.Count; i++)
{
if (instances[i] != null) Destroy(instances[i].gameObject);
}
}
instances = new List<UnityEngine.UI.Text>();
}
numEntries = 0;
}
public void SetDescription(string text, QuestState questState)
{
if (text == null) return;
switch (questState)
{
case QuestState.Active:
SetFirstValidTextElement(text, description);
break;
case QuestState.Success:
SetFirstValidTextElement(text, alternateDescriptions.successDescription, description);
break;
case QuestState.Failure:
SetFirstValidTextElement(text, alternateDescriptions.failureDescription, description);
break;
default:
return;
}
}
private void SetFirstValidTextElement(string text, params UnityEngine.UI.Text[] textElements)
{
for (int i = 0; i < textElements.Length; i++)
{
if (textElements[i] != null)
{
textElements[i].gameObject.SetActive(true);
textElements[i].text = text;
return;
}
}
}
public void AddEntryDescription(string text, QuestState entryState)
{
if (entryContainer == null)
{
// No container, so make entryDescription a big multi-line string:
alternateEntryDescriptions.SetActive(false);
if (entryDescription != null)
{
if (numEntries == 0)
{
entryDescription.gameObject.SetActive(true);
entryDescription.text = text;
}
else
{
entryDescription.text += "\n" + text;
}
}
}
else
{
// Instantiate into container:
if (numEntries == 0)
{
entryContainer.gameObject.SetActive(true);
if (entryDescription != null) entryDescription.gameObject.SetActive(false);
alternateEntryDescriptions.SetActive(false);
}
switch (entryState)
{
case QuestState.Active:
InstantiateFirstValidTextElement(text, entryContainer, entryDescription);
break;
case QuestState.Success:
InstantiateFirstValidTextElement(text, entryContainer, alternateEntryDescriptions.successDescription, entryDescription);
break;
case QuestState.Failure:
InstantiateFirstValidTextElement(text, entryContainer, alternateEntryDescriptions.failureDescription, entryDescription);
break;
}
}
numEntries++;
}
private void InstantiateFirstValidTextElement(string text, Transform container, params UnityEngine.UI.Text[] textElements)
{
for (int i = 0; i < textElements.Length; i++)
{
if (textElements[i] != null)
{
var go = Instantiate(textElements[i].gameObject) as GameObject;
go.transform.SetParent(container.transform, false);
go.SetActive(true);
var textElement = go.GetComponent<UnityEngine.UI.Text>();
if (textElement != null) textElement.text = text;
instances.Add(textElement);
return;
}
}
}
}
}