Repository URL to install this package:
|
Version:
2022.9.5 ▾
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/*
* Copyright 2016 Game Server Services, Inc. or its affiliates. All Rights
* Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License").
* You may not use this file except in compliance with the License.
* A copy of the License is located at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* or in the "license" file accompanying this file. This file is distributed
* on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
* express or implied. See the License for the specific language governing
* permissions and limitations under the License.
*/
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable UnusedAutoPropertyAccessor.Local
// ReSharper disable CheckNamespace
using System;
using System.Collections.Generic;
using System.Linq;
using Gs2.Unity.Gs2Quest.Model;
using Gs2.Unity.Gs2Quest.ScriptableObject;
using Gs2.Unity.UiKit.Gs2Quest.Fetcher;
using Gs2.Unity.UiKit.Gs2Quest.Model;
using UnityEngine;
using UnityEngine.Events;
namespace Gs2.Unity.UiKit.Gs2Quest
{
[RequireComponent(typeof(Gs2QuestQuestGroupListFetcher))]
[AddComponentMenu("GS2 UIKit/Quest/Gs2QuestQuestGroupListPrefab")]
public partial class Gs2QuestQuestGroupListPrefab : MonoBehaviour
{
private readonly Dictionary<string, Gs2QuestQuestGroupPrefab> _cache = new Dictionary<string, Gs2QuestQuestGroupPrefab>();
public void Update()
{
if (_questGroupListFetcher.QuestGroups != null)
{
var activeNames = _questGroupListFetcher.QuestGroups.Select(v => v.Name);
foreach (var instantiateName in _cache.Keys.ToList())
{
if (!activeNames.Contains(instantiateName))
{
Destroy(_cache[instantiateName].gameObject);
_cache.Remove(instantiateName);
onDeleteQuest.Invoke(instantiateName);
}
}
foreach (var questGroup in _questGroupListFetcher.QuestGroups)
{
if (!_cache.ContainsKey(questGroup.Name))
{
var item = Instantiate(questGroupPrefab, populateNode);
item.name = questGroup.Name;
item.Set(_questGroupListFetcher.Namespace, questGroup, _questGroupListFetcher.onError);
item.gameObject.SetActive(true);
_cache[questGroup.Name] = item;
onCreateQuestGroup.Invoke(questGroup);
}
}
}
}
public void OnDestroy()
{
foreach (var component in _cache.Values)
{
Destroy(component);
}
_cache.Clear();
}
}
/// <summary>
/// Dependent components
/// </summary>
public partial class Gs2QuestQuestGroupListPrefab
{
private Gs2QuestQuestGroupListFetcher _questGroupListFetcher;
public void Awake()
{
_questGroupListFetcher = GetComponentInParent<Gs2QuestQuestGroupListFetcher>() ?? GetComponent<Gs2QuestQuestGroupListFetcher>();
}
}
/// <summary>
/// Public properties
/// </summary>
public partial class Gs2QuestQuestGroupListPrefab
{
public Namespace Namespace
{
get => _questGroupListFetcher != null && _questGroupListFetcher.Fetched ? _questGroupListFetcher.Namespace : null;
set => _questGroupListFetcher.Namespace = value;
}
}
/// <summary>
/// Parameters for Inspector
/// </summary>
public partial class Gs2QuestQuestGroupListPrefab
{
public Gs2QuestQuestGroupPrefab questGroupPrefab;
public Transform populateNode;
}
/// <summary>
/// Event handlers
/// </summary>
public partial class Gs2QuestQuestGroupListPrefab
{
[Serializable]
private class CreateQuestGroupEvent : UnityEvent<EzQuestGroupModel>
{
}
[SerializeField]
private CreateQuestGroupEvent onCreateQuestGroup = new CreateQuestGroupEvent();
public event UnityAction<EzQuestGroupModel> OnCreateQuestGroup
{
add => onCreateQuestGroup.AddListener(value);
remove => onCreateQuestGroup.RemoveListener(value);
}
[Serializable]
private class DeleteQuestEvent : UnityEvent<string>
{
}
[SerializeField]
private DeleteQuestEvent onDeleteQuest = new DeleteQuestEvent();
public event UnityAction<string> OnDeleteQuest
{
add => onDeleteQuest.AddListener(value);
remove => onDeleteQuest.RemoveListener(value);
}
}
}