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using System.Collections.Generic;
using System;
using System.Linq;
using UnityEngine.UI;
using MoreLinq;
using System.ComponentModel;
using UnityEditor;
using static CommunicationEvents;
public class DisplayFacts : MonoBehaviour, ISerializationCallbackReceiver
private static DisplayFacts _instance;
public static DisplayFacts Instance
{
get => _instance;
private set { _instance ??= value; }
}
//cannot populate static dict while serialization => "singelton"
public static Dictionary<Type, GameObject> PrefabDictionary { get => Instance._PrefabDictionary; }
private Dictionary<Type, GameObject> _PrefabDictionary = new();
public static Dictionary<string, GameObject> displayedFacts = new();
[SerializeField] private Transform factscreenContent;
[SerializeField] private GameObject factSpotPrefab;
private bool sortDescending = false;
private bool showGrouped = false;
private bool showOnlyFavorites = false;
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#region ISerializationCallbackReceiver
[ReadOnly(true), SerializeField]
private List<string> PrefabtTypeReadonly;
[SerializeField]
private List<GameObject> PrefabDataConfig;
public void OnBeforeSerialize()
{
PrefabtTypeReadonly = TypeExtensions<Fact>.UAssemblyInheritenceTypes.Select(type => type.ToString()).ToList();
PrefabtTypeReadonly.Sort(); //for convinience
// if order has changed => do not forget
var keys = _PrefabDictionary.Keys.Select(type => type.ToString()).ToList();
var keys_permutation = PrefabtTypeReadonly.Select(type => keys.IndexOf(type)).ToArray();
var vals = _PrefabDictionary.Values.ToArray();
PrefabDataConfig = new(keys_permutation.Length);
for (int i = 0; i < keys_permutation.Length; i++)
{
GameObject data = keys_permutation[i] < 0
? null
: vals[keys_permutation[i]];
if (PrefabDataConfig.Count <= i)
PrefabDataConfig.Add(data);
else
PrefabDataConfig[i] = data;
}
}
public void OnAfterDeserialize()
{
_PrefabDictionary = new();
for (int i = 0; i != Math.Min(PrefabtTypeReadonly.Count, PrefabDataConfig.Count); i++)
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// if (PrefabDataConfig[i] != null)
_PrefabDictionary.TryAdd(
TypeExtensions<Fact>.UAssemblyInheritenceTypes.FirstOrDefault(type => type.ToString() == PrefabtTypeReadonly[i]),
PrefabDataConfig[i]
);
}
#endregion ISerializationCallbackReceiver
AddFactEvent.AddListener(AddFact);
RemoveFactEvent.AddListener(RemoveFact);
FactFavorisation.ChangeFavoriteEvent.AddListener(OnFavoriteChange);
#region Implementation
// index where the new display will be inserted
int siblingIdx = sortDescending ? 0 : factscreenContent.childCount;
var facts = factscreenContent.GetComponentsInChildren<FactObject>().Select(f => f.Fact).ToList();
if (!sortDescending)
siblingIdx = GetIndexInSortedList(fact, facts);
else
{
facts.Reverse();
var _siblingIdx = GetIndexInSortedList(fact, facts);
siblingIdx = factscreenContent.childCount - _siblingIdx;
}
}
// create display
var display = CreateDisplay(transform, fact);
display.transform.localPosition = Vector3.zero;
displayedFacts.TryAdd(fact.Id, display);
// disable if showOnlyFavorites is true and fact is no favorite
display.transform.parent.gameObject.SetActive(!(showOnlyFavorites && !display.GetComponent<FactFavorisation>().IsFavorite));
display.transform.parent.transform.SetSiblingIndex(siblingIdx);
}
private GameObject CreateDisplay(Transform transform, Fact fact)
{
var spot = Instantiate(factSpotPrefab, factscreenContent);
return InstantiateDisplay(fact, spot.transform);
}
public static GameObject InstantiateDisplay(Fact fact, Transform transform)
if (fact_type.IsConstructedGenericType)
fact_type = fact_type.GetGenericTypeDefinition();
var ret = Instantiate(PrefabDictionary[fact_type], transform);
ret.GetComponent<FactObject>().Fact = fact;
return ret;
public void RemoveFact(Fact fact)
{
// destroy factSpot (parent of displayed fact) and the fact display with it
Destroy(displayedFacts[fact.Id].transform.parent.gameObject);
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displayedFacts.Remove(fact.Id);
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var factIcon = displayedFacts[fact.Id];
factIcon.GetComponentInChildren<ImageHintAnimation>().AnimationTrigger();
#region Sorting
#region AscDesc
public void AscDescChanged(Toggle t)
sortDescending = !sortDescending;
factscreenContent.gameObject.ForAllChildren(child => child.transform.SetAsFirstSibling());
#endregion AscDesc
#region Grouping
public void GroupingChanged(Toggle t)
{
showGrouped = t.isOn;
var vals = factscreenContent.gameObject.GetDirectChildren();
var ordered = showGrouped
? vals.OrderBy(tr => tr.GetComponent<FactObject>().Fact, new FactTypeComparer()).ToList()
: vals.OrderBy(tr => displayedFacts.Keys.ToList().IndexOf(tr.GetComponent<FactObject>().Fact.Id)).ToList();
if (sortDescending)
ordered.Reverse();
for (int i = 0; i < ordered.Count; i++)
ordered[i].transform.SetSiblingIndex(i);
}
private int GetIndexInSortedList(Fact f, List<Fact> toCheck)
{
var index = toCheck.BinarySearch(f, new FactTypeComparer());
if (index < 0) index = ~index;
return index;
}
internal class FactTypeComparer : IComparer<Fact>
{
/// <summary>
/// Compare two facts by type and label
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
public int Compare(Fact x, Fact y)
{
if (x.GetType() == y.GetType()) // same type: compare labels
return string.Compare(x.Label, y.Label);
else // different types: compare type
return string.Compare(x.GetType().ToString(), y.GetType().ToString());
}
}
#endregion Grouping
#endregion Sorting
#region Favorites
public void FavoritesFilterChanged(Toggle t)
{
showOnlyFavorites = t.isOn;
if (!showOnlyFavorites) // show all
displayedFacts.Values.ForEach(nFav => nFav.transform.parent.gameObject.SetActive(true));
{ // hide not favorites
displayedFacts.Values
.Where(go => !go.GetComponent<FactFavorisation>().IsFavorite)
.ForEach(nFav => nFav.transform.parent.gameObject.SetActive(false));
}
}
private void OnFavoriteChange(Fact changedFact, bool isFavourite)
{
if (!showOnlyFavorites)
return;
var id = changedFact.Id;
if (displayedFacts.ContainsKey(id))
displayedFacts[id].transform.parent.gameObject.SetActive(isFavourite);
}
#endregion Favorites
#endregion Implementation