Files
Simulation/Assets/WorkSpace/LH/LogicData/Panel_LogicData.cs

139 lines
5.2 KiB
C#

using UnityEngine;
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine.UI;
namespace Octopus.Simulator
{
public class Panel_LogicData : MonoBehaviour
{
List<GameObject> infoItems = new List<GameObject>();
[SerializeField]
LogicDataInfoItem logicItem;
RectTransform rect;
[SerializeField]
RectTransform contentRect;
float contentSpacing = 5f;
float padding = 25f;
public event Action onPanelUpdated;
// Start is called once before the first execution of Update after the MonoBehaviour is created
private void Awake()
{
rect = GetComponent<RectTransform>();
}
private void Start()
{
var logicUIManager = FindAnyObjectByType<LogicUIManager>();
logicUIManager.onLogicItemSelected += SetLogicDataItem;
logicUIManager.onModelSelected += SetLogicDataItem;
logicUIManager.onLogicItemDeSelected += UnsetLogicDataItem;
gameObject.SetActive(false);
}
void ClearItem()
{
foreach (var infoItem in infoItems)
{
Destroy(infoItem.gameObject);
}
infoItems.Clear();
}
public void SetLogicDataItem(ILogicItem item)
{
if (item == null)
{
Debug.Log(null);
gameObject.SetActive(false);
return;
}
gameObject.SetActive(true);
ClearItem();
Type type = item.GetType();
switch (item.ItemType)
{
case LogicItemType.Queue:
type = (item as LogicQueue).GetType();
break;
case LogicItemType.Resource:
type = (item as LogicResource).GetType();
break;
case LogicItemType.Component:
type = (item as ILogicComponent).GetType();
break;
}
FieldInfo[] fields = type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static);
float itemHeight = logicItem.GetComponent<RectTransform>().rect.height+ contentSpacing;
for (int i = 0; i < fields.Length; i++)
{
var rawValue = fields[i].GetValue(item);
int count = 1;
switch (rawValue)
{
case List<InputQueue> queueList:
var listItem = CreateLogicListItem(fields[i].Name);
foreach (var queueItem in queueList)
{
listItem.AddItem(count.ToString(),queueItem.queue_name,queueItem.required_items.ToString());
count++;
}
SetRectHeight(fields.Length, itemHeight);
break;
case List<InputStore> storeList:
var storeLisItem = CreateLogicListItem(fields[i].Name);
foreach (var storeItem in storeList)
{
storeLisItem.AddItem(count.ToString(), storeItem.Queue, storeItem.RequiredItems.ToString());
count++;
}
SetRectHeight(fields.Length, itemHeight);
break;
default:
CreateLogicItem(fields[i].Name, rawValue, itemHeight, i);
SetRectHeight(fields.Length, itemHeight);
break;
}
}
onPanelUpdated?.Invoke();
}
private LogicListDataInfoItem CreateLogicListItem(string fieldName)
{
var asset = Resources.Load<LogicListDataInfoItem>("UIPrefab/LogicListDataInfoItem");
var item = Instantiate<LogicListDataInfoItem>(asset, rect);
item.Set(fieldName);
infoItems.Add(item.gameObject);
return item;
}
private void CreateLogicItem(string fieldName, object rawValue, float itemHeight,int index)
{
var value = rawValue?.ToString() ?? "";
var iLogicItem = Instantiate(logicItem, rect);
iLogicItem.GetComponent<RectTransform>().anchoredPosition = new Vector2(iLogicItem.GetComponent<RectTransform>().anchoredPosition.x, -itemHeight * index);
iLogicItem.Set(fieldName, value);
infoItems.Add(iLogicItem.gameObject);
}
void SetRectHeight(int count,float itemHeight)
{
var height = 0f;
foreach (var item in infoItems)
{
var rect = item.GetComponent<RectTransform>();
height += rect.sizeDelta.y + contentSpacing*2;
}
rect.sizeDelta = new Vector2(rect.sizeDelta.x, height);
//float panelHeight = count * itemHeight+contentSpacing*2+ padding;
//rect.sizeDelta = new Vector2(rect.sizeDelta.x, panelHeight);
}
public void UnsetLogicDataItem()
{
gameObject.SetActive(false);
}
}
}