UP-Viagg-io/Viagg-io/Assets/Packages/Graphy - Ultimate Stats Mon.../Runtime/Ram/G_RamManager.cs

232 lines
7.0 KiB
C#

/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using UnityEngine.UI;
namespace Tayx.Graphy.Ram
{
public class G_RamManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_ramGraphGameObject = null;
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_RamGraph m_ramGraph = null;
private G_RamText m_ramText = null;
private RectTransform m_rectTransform = null;
private Vector2 m_origPosition = Vector2.zero;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition( GraphyManager.ModulePosition newModulePosition, Vector2 offset )
{
if ( newModulePosition == GraphyManager.ModulePosition.FREE )
return;
m_rectTransform.anchoredPosition = m_origPosition;
float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.y;
switch( newModulePosition )
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, ySideOffset );
break;
}
}
public void SetState( GraphyManager.ModuleState state, bool silentUpdate = false )
{
if( !silentUpdate )
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
switch( state )
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( true );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 0 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.TEXT:
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( false );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 1 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive( true );
SetGraphActive( false );
m_childrenGameObjects.SetAllActive( false );
m_backgroundImages.SetAllActive( false );
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive( false );
break;
}
}
public void RestorePreviousState()
{
SetState( m_previousModuleState );
}
public void UpdateParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_ramGraph.UpdateParameters();
m_ramText.UpdateParameters();
SetState( m_graphyManager.RamModuleState );
}
public void RefreshParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_ramGraph.UpdateParameters();
m_ramText.UpdateParameters();
SetState( m_currentModuleState, true );
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_ramGraph = GetComponent<G_RamGraph>();
m_ramText = GetComponent<G_RamText>();
m_rectTransform = GetComponent<RectTransform>();
m_origPosition = m_rectTransform.anchoredPosition;
foreach( Transform child in transform )
{
if( child.parent == transform )
{
m_childrenGameObjects.Add( child.gameObject );
}
}
}
private void SetGraphActive( bool active )
{
m_ramGraph.enabled = active;
m_ramGraphGameObject.SetActive( active );
}
#endregion
}
}