forked from Shardstone/trail-into-darkness
97 lines
3.2 KiB
C#
97 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Jovian.PopupSystem {
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/// <summary>
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/// ScriptableObject holding all popup system configuration. Create via
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/// Assets > Create > Jovian > Popup System > Popup Settings.
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/// </summary>
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[CreateAssetMenu(fileName = "PopupSettings", menuName = "Jovian/Popup System/Popup Settings")]
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public class PopupSettings : ScriptableObject {
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[Header("General")]
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public float popupDelay = 0.4f;
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public float fadeDuration = 0.2f;
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public AnchorSide defaultAnchorSide = AnchorSide.Below;
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public float screenEdgePadding = 10f;
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public float maxPopupWidth = 400f;
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public int sortingOrder = 100;
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[Header("Follow Mouse")]
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public Vector2 followMouseOffset = new(15f, -15f);
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[Header("Input")]
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public float touchHoldDuration = 0.6f;
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public bool gamepadFocusTrigger = true;
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[Header("Element Prefabs")]
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public List<PopupElementEntry> elementPrefabs = new();
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[Header("Priority")]
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public List<CategoryPriority> categoryPriorities = new();
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[Header("Per-Category Overrides")]
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public List<CategoryDelay> categoryDelayOverrides = new();
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private Dictionary<PopupElementType, GameObject> prefabLookup;
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/// <summary>
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/// Returns the element prefab registered under the given type, or null if not found.
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/// </summary>
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public GameObject GetPrefab(PopupElementType elementType) {
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if(prefabLookup == null) {
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prefabLookup = new Dictionary<PopupElementType, GameObject>();
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foreach(var entry in elementPrefabs) {
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if(!string.IsNullOrEmpty(entry.type.Id) && entry.prefab != null) {
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prefabLookup[entry.type] = entry.prefab;
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}
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}
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}
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prefabLookup.TryGetValue(elementType, out var result);
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return result;
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}
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/// <summary>
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/// Returns the configured priority for a category, or 0 if not configured.
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/// </summary>
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public int GetPriority(PopupCategory category) {
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foreach(var cp in categoryPriorities) {
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if(cp.category == category) {
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return cp.priority;
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}
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}
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return 0;
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}
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/// <summary>
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/// Returns the configured delay override for a category, or the default popupDelay.
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/// </summary>
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public float GetDelay(PopupCategory category) {
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foreach(var cd in categoryDelayOverrides) {
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if(cd.category == category) {
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return cd.delay;
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}
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}
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return popupDelay;
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}
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}
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[Serializable]
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public sealed class PopupElementEntry {
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public PopupElementType type;
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public GameObject prefab;
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}
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[Serializable]
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public sealed class CategoryPriority {
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public PopupCategory category;
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public int priority;
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}
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[Serializable]
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public sealed class CategoryDelay {
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public PopupCategory category;
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public float delay;
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}
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}
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