Implement input config scene loading and saving.
This commit is contained in:
87
Assets/Cryville/Crtr/Config/InputConfigPanel.cs
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87
Assets/Cryville/Crtr/Config/InputConfigPanel.cs
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using Cryville.Common.Unity;
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using Cryville.Common.Unity.Input;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Cryville.Crtr.Config {
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public class InputConfigPanel : MonoBehaviour {
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[SerializeField]
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ConfigScene m_configScene;
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[SerializeField]
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GameObject m_inputDialog;
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[SerializeField]
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Transform m_deviceList;
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[SerializeField]
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GameObject m_prefabListItem;
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[SerializeField]
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Transform m_entryList;
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[SerializeField]
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GameObject m_prefabInputConfigEntry;
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public InputProxy proxy;
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Dictionary<string, InputConfigPanelEntry> _entries = new Dictionary<string, InputConfigPanelEntry>();
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string _sel;
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public void OpenDialog(string entry) {
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_sel = entry;
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m_inputDialog.SetActive(true);
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CallHelper.Purge(m_deviceList);
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_recvsrcs.Clear();
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AddSourceItem(null);
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}
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public void CloseDialog() {
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m_inputDialog.SetActive(false);
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}
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public void CloseDialog(InputSource? src) {
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proxy.Set(new InputProxyEntry {
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Target = _sel,
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Source = src,
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});
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m_inputDialog.SetActive(false);
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}
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void Start() {
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foreach (var i in m_configScene.ruleset.Root.inputs) {
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var e = GameObject.Instantiate(m_prefabInputConfigEntry, m_entryList.transform).GetComponent<InputConfigPanelEntry>();
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_entries.Add(i.Key, e);
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e.SetKey(this, i.Key);
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OnProxyChanged(this, proxy[i.Key]);
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}
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proxy.ProxyChanged += OnProxyChanged;
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}
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void OnProxyChanged(object sender, ProxyChangedEventArgs e) {
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_entries[e.Name].SetEnabled(!e.Used);
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_entries[e.Name].SetValue(e.Proxy == null ? "None" : e.Proxy.Value.Handler.GetTypeName(e.Proxy.Value.Type));
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}
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readonly List<InputSource?> _recvsrcs = new List<InputSource?>();
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void Update() {
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if (m_inputDialog.activeSelf) {
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Game.InputManager.EnumerateEvents(ev => {
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AddSourceItem(ev.Id.Source);
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});
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}
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}
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void AddSourceItem(InputSource? src) {
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if (_recvsrcs.Contains(src)) return;
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_recvsrcs.Add(src);
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var obj = Instantiate(m_prefabListItem, m_deviceList);
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obj.transform.Find("Text").GetComponent<Text>().text = src == null ? "None" : src.Value.Handler.GetTypeName(src.Value.Type);
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var btn = obj.GetComponent<Button>();
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if (src != null) btn.interactable = !proxy.IsUsed(src.Value);
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btn.onClick.AddListener(() => {
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CloseDialog(src);
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});
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}
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}
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}
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