Pun-01/Assets/Photon/PhotonUnityNetworking/UtilityScripts/UI/TabViewManager.cs
2022-07-08 09:14:55 +08:00

123 lines
3.4 KiB
C#

// --------------------------------------------------------------------------------------------------------------------
// <copyright file="TabViewManager.cs" company="Exit Games GmbH">
// Part of: PunCockpit
// </copyright>
// <summary>
// Simple Management for Tabs, it requires a ToggleGroup, and then for each Tab, a Unique Name, the related Toggle and its associated RectTransform View
// this manager handles Tab views activation and deactivation, and provides a Unity Event Callback when a tab was selected.
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
namespace Photon.Pun.UtilityScripts
{
/// <summary>
/// Tab view manager. Handles Tab views activation and deactivation, and provides a Unity Event Callback when a tab was selected.
/// </summary>
public class TabViewManager : MonoBehaviour
{
/// <summary>
/// Tab change event.
/// </summary>
[System.Serializable]
public class TabChangeEvent : UnityEvent<string> { }
[Serializable]
public class Tab
{
public string ID = "";
public Toggle Toggle;
public RectTransform View;
}
/// <summary>
/// The toggle group component target.
/// </summary>
public ToggleGroup ToggleGroup;
/// <summary>
/// all the tabs for this group
/// </summary>
public Tab[] Tabs;
/// <summary>
/// The on tab changed Event.
/// </summary>
public TabChangeEvent OnTabChanged;
protected Tab CurrentTab;
Dictionary<Toggle, Tab> Tab_lut;
void Start()
{
Tab_lut = new Dictionary<Toggle, Tab>();
foreach (Tab _tab in this.Tabs)
{
Tab_lut[_tab.Toggle] = _tab;
_tab.View.gameObject.SetActive(_tab.Toggle.isOn);
if (_tab.Toggle.isOn)
{
CurrentTab = _tab;
}
_tab.Toggle.onValueChanged.AddListener((isSelected) =>
{
if (!isSelected)
{
return;
}
OnTabSelected(_tab);
});
}
}
/// <summary>
/// Selects a given tab.
/// </summary>
/// <param name="id">Tab Id</param>
public void SelectTab(string id)
{
foreach (Tab _t in Tabs)
{
if (_t.ID == id)
{
_t.Toggle.isOn = true;
return;
}
}
}
/// <summary>
/// final method for a tab selection routine
/// </summary>
/// <param name="tab">Tab.</param>
void OnTabSelected(Tab tab)
{
CurrentTab.View.gameObject.SetActive(false);
CurrentTab = Tab_lut[ToggleGroup.ActiveToggles().FirstOrDefault()];
CurrentTab.View.gameObject.SetActive(true);
OnTabChanged.Invoke(CurrentTab.ID);
}
}
}