aboutsummaryrefslogtreecommitdiff
path: root/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Ram/G_RamManager.cs
blob: 4f63d2a90df88e7a061456d66f0025d0c3601a3b (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
/* ---------------------------------------
 * Author:          Martin Pane (martintayx@gmail.com) (@tayx94)
 * Collaborators:   Lars Aalbertsen (@Rockylars)
 * Project:         Graphy - Ultimate Stats Monitor
 * Date:            03-Jan-18
 * Studio:          Tayx
 * 
 * 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
    {
        /* ----- TODO: ----------------------------
         * Add summaries to the variables.
         * Add summaries to the functions.
         * Check if we should add a "RequireComponent" for "RectTransform".
         * Check if we should add a "RequireComponent" for "RamGraph".
         * Check why this manager doesnt use RamMonitor, as all the other managers have a monitor script.
         * Check if we should add a "RequireComponent" for "RamText".
         * --------------------------------------*/

        #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                 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)
        {
            float xSideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.x);
            float ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.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;

                case GraphyManager.ModulePosition.FREE:
                    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>();
            
            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
    }
}