Repository URL to install this package:
|
Version:
2024.2.5 ▾
|
/*
* 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.
*
* deny overwrite
*/
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable CheckNamespace
// ReSharper disable RedundantNameQualifier
// ReSharper disable RedundantAssignment
// ReSharper disable NotAccessedVariable
// ReSharper disable RedundantUsingDirective
// ReSharper disable Unity.NoNullPropagation
// ReSharper disable InconsistentNaming
#pragma warning disable CS0472
using System;
using Gs2.Unity.Gs2Formation.ScriptableObject;
using Gs2.Unity.UiKit.Core;
using UnityEngine;
using UnityEngine.Events;
namespace Gs2.Unity.UiKit.Gs2Formation.Context
{
[AddComponentMenu("GS2 UIKit/Formation/Slot/Context/Convert/Gs2FormationConvertSlotModelToOwnSlot")]
public class Gs2FormationConvertSlotModelToOwnSlot : MonoBehaviour
{
private Gs2FormationSlotModelContext _originalContext;
private Gs2FormationOwnSlotContext _context;
public void Awake() {
this._originalContext = GetComponent<Gs2FormationSlotModelContext>() ?? GetComponentInParent<Gs2FormationSlotModelContext>();
if (this._originalContext == null) {
Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2FormationSlotModelContext.");
enabled = false;
}
this._context = GetComponent<Gs2FormationOwnSlotContext>();
if (this._context == null) {
Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2FormationOwnSlotContext.");
enabled = false;
}
}
public virtual bool HasError()
{
this._originalContext = GetComponent<Gs2FormationSlotModelContext>() ?? GetComponentInParent<Gs2FormationSlotModelContext>();
if (this._originalContext == null) {
return true;
}
this._context = GetComponent<Gs2FormationOwnSlotContext>();
if (this._context == null) {
return true;
}
return false;
}
private UnityAction _onUpdateContext;
private void OnUpdateContext() {
var ownFormIndex = 0;
var ownFormContext = GetComponent<Gs2FormationOwnFormContext>() ?? GetComponentInParent<Gs2FormationOwnFormContext>();
if (ownFormContext != null) {
ownFormIndex = ownFormContext.Form.Index;
}
this._context.SetOwnSlot(
OwnSlot.New(
OwnForm.New(
OwnMold.New(
this._originalContext.SlotModel.FormModel.MoldModel.Namespace,
this._originalContext.SlotModel.FormModel.MoldModelName
),
ownFormIndex
),
this._originalContext.SlotModel.SlotModelName
)
);
}
public void OnEnable() {
_onUpdateContext = () =>
{
OnUpdateContext();
};
this._originalContext.OnUpdate.AddListener(this._onUpdateContext);
}
public void OnDisable() {
if (this._onUpdateContext != null) {
this._originalContext.OnUpdate.RemoveListener(this._onUpdateContext);
this._onUpdateContext = null;
}
}
}
}