oni-priority-ux/mod/PLibBuildings/ColoredRangeVisualizer.cs

272 lines
8.4 KiB
C#

/*
* Copyright 2022 Peter Han
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or
* substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using PeterHan.PLib.Core;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace PeterHan.PLib.Buildings {
/// <summary>
/// A visualizer that colors cells with an overlay when a building is selected or being
/// previewed.
/// </summary>
public abstract class ColoredRangeVisualizer : KMonoBehaviour {
/// <summary>
/// The anim name to use when visualizing.
/// </summary>
private const string ANIM_NAME = "transferarmgrid_kanim";
/// <summary>
/// The animations to play when the visualization is created.
/// </summary>
private static readonly HashedString[] PRE_ANIMS = new HashedString[] {
"grid_pre",
"grid_loop"
};
/// <summary>
/// The animation to play when the visualization is destroyed.
/// </summary>
private static readonly HashedString POST_ANIM = "grid_pst";
/// <summary>
/// The layer on which to display the visualizer.
/// </summary>
public Grid.SceneLayer Layer { get; set; }
// These components are automatically populated by KMonoBehaviour
#pragma warning disable IDE0044 // Add readonly modifier
#pragma warning disable CS0649
[MyCmpGet]
protected BuildingPreview preview;
[MyCmpGet]
protected Rotatable rotatable;
#pragma warning restore CS0649
#pragma warning restore IDE0044 // Add readonly modifier
/// <summary>
/// The cells where animations are being displayed.
/// </summary>
private readonly HashSet<VisCellData> cells;
protected ColoredRangeVisualizer() {
cells = new HashSet<VisCellData>();
Layer = Grid.SceneLayer.FXFront;
}
/// <summary>
/// Creates or updates the visualizers as necessary.
/// </summary>
private void CreateVisualizers() {
var visCells = HashSetPool<VisCellData, ColoredRangeVisualizer>.Allocate();
var newCells = ListPool<VisCellData, ColoredRangeVisualizer>.Allocate();
try {
if (gameObject != null)
VisualizeCells(visCells);
// Destroy cells that are not used in the new one
foreach (var cell in cells)
if (visCells.Remove(cell))
newCells.Add(cell);
else
cell.Destroy();
// Newcomers get their controller created and added to the list
foreach (var newCell in visCells) {
newCell.CreateController(Layer);
newCells.Add(newCell);
}
// Copy back to global
cells.Clear();
foreach (var cell in newCells)
cells.Add(cell);
} finally {
visCells.Recycle();
newCells.Recycle();
}
}
/// <summary>
/// Called when cells are changed in the building radius.
/// </summary>
private void OnCellChange() {
CreateVisualizers();
}
protected override void OnCleanUp() {
Unsubscribe((int)GameHashes.SelectObject);
if (preview != null) {
Singleton<CellChangeMonitor>.Instance.UnregisterCellChangedHandler(transform,
OnCellChange);
if (rotatable != null)
Unsubscribe((int)GameHashes.Rotated);
}
RemoveVisualizers();
base.OnCleanUp();
}
/// <summary>
/// Called when the object is rotated.
/// </summary>
private void OnRotated(object _) {
CreateVisualizers();
}
/// <summary>
/// Called when the object is selected.
/// </summary>
/// <param name="data">true if selected, or false if deselected.</param>
private void OnSelect(object data) {
if (data is bool selected) {
var position = transform.position;
// Play the appropriate sound and update the visualizers
if (selected) {
PGameUtils.PlaySound("RadialGrid_form", position);
CreateVisualizers();
} else {
PGameUtils.PlaySound("RadialGrid_disappear", position);
RemoveVisualizers();
}
}
}
protected override void OnSpawn() {
base.OnSpawn();
Subscribe((int)GameHashes.SelectObject, OnSelect);
if (preview != null) {
// Previews can be moved
Singleton<CellChangeMonitor>.Instance.RegisterCellChangedHandler(transform,
OnCellChange, nameof(ColoredRangeVisualizer) + ".OnSpawn");
if (rotatable != null)
Subscribe((int)GameHashes.Rotated, OnRotated);
}
}
/// <summary>
/// Removes all of the visualizers.
/// </summary>
private void RemoveVisualizers() {
foreach (var cell in cells)
cell.Destroy();
cells.Clear();
}
/// <summary>
/// Calculates the offset cell from the specified starting point, including the
/// rotation of this object.
/// </summary>
/// <param name="baseCell">The starting cell.</param>
/// <param name="offset">The offset if the building had its default rotation.</param>
/// <returns>The computed destination cell.</returns>
protected int RotateOffsetCell(int baseCell, CellOffset offset) {
if (rotatable != null)
offset = rotatable.GetRotatedCellOffset(offset);
return Grid.OffsetCell(baseCell, offset);
}
/// <summary>
/// Called when cell visualizations need to be updated. Visualized cells should be
/// added to the collection supplied as an argument.
/// </summary>
/// <param name="newCells">The cells which should be visualized.</param>
protected abstract void VisualizeCells(ICollection<VisCellData> newCells);
/// <summary>
/// Stores the data about a particular cell, including its anim controller and tint
/// color.
/// </summary>
protected sealed class VisCellData : IComparable<VisCellData> {
/// <summary>
/// The target cell.
/// </summary>
public int Cell { get; }
/// <summary>
/// The anim controller for this cell.
/// </summary>
public KBatchedAnimController Controller { get; private set; }
/// <summary>
/// The tint used for this cell.
/// </summary>
public Color Tint { get; }
/// <summary>
/// Creates a visualized cell.
/// </summary>
/// <param name="cell">The cell to visualize.</param>
public VisCellData(int cell) : this(cell, Color.white) { }
/// <summary>
/// Creates a visualized cell.
/// </summary>
/// <param name="cell">The cell to visualize.</param>
/// <param name="tint">The color to tint it.</param>
public VisCellData(int cell, Color tint) {
Cell = cell;
Controller = null;
Tint = tint;
}
public int CompareTo(VisCellData other) {
if (other == null)
throw new ArgumentNullException(nameof(other));
return Cell.CompareTo(other.Cell);
}
/// <summary>
/// Creates the anim controller for this cell.
/// </summary>
/// <param name="sceneLayer">The layer on which to display the animation.</param>
public void CreateController(Grid.SceneLayer sceneLayer) {
Controller = FXHelpers.CreateEffect(ANIM_NAME, Grid.CellToPosCCC(Cell,
sceneLayer), null, false, sceneLayer, true);
Controller.destroyOnAnimComplete = false;
Controller.visibilityType = KAnimControllerBase.VisibilityType.Always;
Controller.gameObject.SetActive(true);
Controller.Play(PRE_ANIMS, KAnim.PlayMode.Loop);
Controller.TintColour = Tint;
}
/// <summary>
/// Destroys the anim controller for this cell.
/// </summary>
public void Destroy() {
if (Controller != null) {
Controller.destroyOnAnimComplete = true;
Controller.Play(POST_ANIM, KAnim.PlayMode.Once, 1f, 0f);
Controller = null;
}
}
public override bool Equals(object obj) {
return obj is VisCellData other && other.Cell == Cell && Tint.Equals(other.
Tint);
}
public override int GetHashCode() {
return Cell;
}
public override string ToString() {
return "CellData[cell={0:D},color={1}]".F(Cell, Tint);
}
}
}
}