TimelineController.cs 3.7 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.ComponentModel;
  5. using TMPro;
  6. using UnityEngine;
  7. namespace TimelineViewer
  8. {
  9. public enum TimelineIncrements
  10. {
  11. Minutes
  12. }
  13. public class TimelineController : MonoBehaviour
  14. {
  15. public enum ClockType
  16. {
  17. Twelve,
  18. TwentyFour
  19. }
  20. [Header("Text & Styles")]
  21. [SerializeField] string timelineHeaderText;
  22. [SerializeField] Color timelineHeaderColor;
  23. [HideInInspector][SerializeField] int startTime;
  24. [HideInInspector][SerializeField] int endTime;
  25. [Header("Clock Settings")]
  26. [SerializeField] int increments;
  27. public int maxMinute;
  28. [HideInInspector]
  29. [SerializeField] GameObject timelineHeader;
  30. [HideInInspector]
  31. [SerializeField] TextMeshProUGUI timelineLabelHeader;
  32. [HideInInspector]
  33. [SerializeField] GameObject timelineSwimlanes;
  34. [HideInInspector]
  35. [SerializeField] GameObject timelineHeaderItemPrefab;
  36. [HideInInspector]
  37. [SerializeField] RectTransform swimlaneContent;
  38. [HideInInspector]
  39. [SerializeField] Transform swimLaneLabelContent;
  40. Transform timelineHeaderTransform;
  41. public int DailyIncements { get; private set; }
  42. public int TimeCount { get; private set; }
  43. public int ScenarioStartTime { get; private set; }
  44. public int ScenarioEndTime { get; private set; }
  45. public TimelineSwimlaneController SwimLaneController { get { return timelineSwimlaneController; } }
  46. TimelineSwimlaneController timelineSwimlaneController;
  47. // Start is called before the first frame update
  48. void Start()
  49. {
  50. timelineHeaderTransform = timelineHeader.transform;
  51. ScenarioStartTime = startTime;
  52. ScenarioEndTime = endTime;
  53. DailyIncements = increments;
  54. timelineLabelHeader.text = timelineHeaderText;
  55. SetupTimelineHeader();
  56. timelineSwimlaneController = timelineSwimlanes.GetComponent<TimelineSwimlaneController>();
  57. }
  58. //private void Update()
  59. //{
  60. // if (DailyIncements != increments)
  61. // {
  62. // DailyIncements = increments;
  63. // SetupTimelineHeader();
  64. // }
  65. //}
  66. public void AddNewSwimlane(GameMapTile t)
  67. {
  68. timelineSwimlaneController.AddSwimlane(t, swimLaneLabelContent, TimeCount, DailyIncements);
  69. }
  70. public void AddEventToTimeline(SpawnTime value, int index, Color color, int startTime)
  71. {
  72. timelineSwimlaneController.AddTimelineItem(value, index, increments, color, startTime);
  73. }
  74. public void ResetTimeline()
  75. {
  76. timelineSwimlaneController.DeleteAllSwimlanes();
  77. for (int i = 0; i < timelineHeaderTransform.childCount; i++)
  78. {
  79. Destroy(timelineHeaderTransform.GetChild(i));
  80. }
  81. SetupTimelineHeader();
  82. }
  83. private void SetupTimelineHeader()
  84. {
  85. for (int i = 0; i <= getIncrements(); i++)
  86. {
  87. var headerItem = PoolManager.Instantiate(timelineHeaderItemPrefab, timelineHeaderTransform, false);
  88. var date = headerItem.GetComponent<TimelineHeaderItem>();
  89. date.SetTextColor(timelineHeaderColor);
  90. date.SetDateTime(i * increments);
  91. TimeCount++;
  92. }
  93. }
  94. private int getIncrements()
  95. {
  96. int incm = (maxMinute * 60 / increments);
  97. return incm;
  98. }
  99. }
  100. }