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HighGroundRoyaleNetcode/Assets/Plugins/IngameDebugConsole/Scripts/DebugLogPopup.cs

229 lines
5.6 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
// Manager class for the debug popup
namespace IngameDebugConsole
{
public class DebugLogPopup : MonoBehaviour, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
{
private RectTransform popupTransform;
// Dimensions of the popup divided by 2
private Vector2 halfSize;
// Background image that will change color to indicate an alert
private Image backgroundImage;
// Canvas group to modify visibility of the popup
private CanvasGroup canvasGroup;
#pragma warning disable 0649
[SerializeField]
private DebugLogManager debugManager;
[SerializeField]
private Text newInfoCountText;
[SerializeField]
private Text newWarningCountText;
[SerializeField]
private Text newErrorCountText;
[SerializeField]
private Color alertColorInfo;
[SerializeField]
private Color alertColorWarning;
[SerializeField]
private Color alertColorError;
#pragma warning restore 0649
// Number of new debug entries since the log window has been closed
private int newInfoCount = 0, newWarningCount = 0, newErrorCount = 0;
private Color normalColor;
private bool isPopupBeingDragged = false;
// Coroutines for simple code-based animations
private IEnumerator moveToPosCoroutine = null;
void Awake()
{
popupTransform = (RectTransform) transform;
backgroundImage = GetComponent<Image>();
canvasGroup = GetComponent<CanvasGroup>();
normalColor = backgroundImage.color;
}
void Start()
{
halfSize = popupTransform.sizeDelta * 0.5f * popupTransform.root.localScale.x;
}
public void OnViewportDimensionsChanged()
{
if( !gameObject.activeSelf )
return;
halfSize = popupTransform.sizeDelta * 0.5f * popupTransform.root.localScale.x;
OnEndDrag( null );
}
public void NewLogsArrived( int newInfo, int newWarning, int newError )
{
if( newInfo > 0 )
{
newInfoCount += newInfo;
newInfoCountText.text = newInfoCount.ToString();
}
if( newWarning > 0 )
{
newWarningCount += newWarning;
newWarningCountText.text = newWarningCount.ToString();
}
if( newError > 0 )
{
newErrorCount += newError;
newErrorCountText.text = newErrorCount.ToString();
}
if( newErrorCount > 0 )
backgroundImage.color = alertColorError;
else if( newWarningCount > 0 )
backgroundImage.color = alertColorWarning;
else
backgroundImage.color = alertColorInfo;
}
private void Reset()
{
newInfoCount = 0;
newWarningCount = 0;
newErrorCount = 0;
newInfoCountText.text = "0";
newWarningCountText.text = "0";
newErrorCountText.text = "0";
backgroundImage.color = normalColor;
}
// A simple smooth movement animation
private IEnumerator MoveToPosAnimation( Vector3 targetPos )
{
float modifier = 0f;
Vector3 initialPos = popupTransform.position;
while( modifier < 1f )
{
modifier += 4f * Time.unscaledDeltaTime;
popupTransform.position = Vector3.Lerp( initialPos, targetPos, modifier );
yield return null;
}
}
// Popup is clicked
public void OnPointerClick( PointerEventData data )
{
// Hide the popup and show the log window
if( !isPopupBeingDragged )
debugManager.ShowLogWindow();
}
// Hides the log window and shows the popup
public void Show()
{
canvasGroup.interactable = true;
canvasGroup.blocksRaycasts = true;
canvasGroup.alpha = 1f;
// Reset the counters
Reset();
// Update position in case resolution changed while hidden
OnViewportDimensionsChanged();
}
// Hide the popup
public void Hide()
{
canvasGroup.interactable = false;
canvasGroup.blocksRaycasts = false;
canvasGroup.alpha = 0f;
isPopupBeingDragged = false;
}
public void OnBeginDrag( PointerEventData data )
{
isPopupBeingDragged = true;
// If a smooth movement animation is in progress, cancel it
if( moveToPosCoroutine != null )
{
StopCoroutine( moveToPosCoroutine );
moveToPosCoroutine = null;
}
}
// Reposition the popup
public void OnDrag( PointerEventData data )
{
popupTransform.position = data.position;
}
// Smoothly translate the popup to the nearest edge
public void OnEndDrag( PointerEventData data )
{
int screenWidth = Screen.width;
int screenHeight = Screen.height;
Vector3 pos = popupTransform.position;
// Find distances to all four edges
float distToLeft = pos.x;
float distToRight = Mathf.Abs( pos.x - screenWidth );
float distToBottom = Mathf.Abs( pos.y );
float distToTop = Mathf.Abs( pos.y - screenHeight );
float horDistance = Mathf.Min( distToLeft, distToRight );
float vertDistance = Mathf.Min( distToBottom, distToTop );
// Find the nearest edge's coordinates
if( horDistance < vertDistance )
{
if( distToLeft < distToRight )
pos = new Vector3( halfSize.x, pos.y, 0f );
else
pos = new Vector3( screenWidth - halfSize.x, pos.y, 0f );
pos.y = Mathf.Clamp( pos.y, halfSize.y, screenHeight - halfSize.y );
}
else
{
if( distToBottom < distToTop )
pos = new Vector3( pos.x, halfSize.y, 0f );
else
pos = new Vector3( pos.x, screenHeight - halfSize.y, 0f );
pos.x = Mathf.Clamp( pos.x, halfSize.x, screenWidth - halfSize.x );
}
// If another smooth movement animation is in progress, cancel it
if( moveToPosCoroutine != null )
StopCoroutine( moveToPosCoroutine );
// Smoothly translate the popup to the specified position
moveToPosCoroutine = MoveToPosAnimation( pos );
StartCoroutine( moveToPosCoroutine );
isPopupBeingDragged = false;
}
}
}