mirror of
https://github.com/Steffo99/better-tee.git
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135 lines
4.5 KiB
C#
135 lines
4.5 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class DrawingController : ActController
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{
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[Header("Prefabs")]
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public GameObject drawableFramePrefab;
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public GameObject paletteButtonPrefab;
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public GameObject radiusSliderPrefab;
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public GameObject actNamePrefab;
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public GameObject actDescriptionPrefab;
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public GameObject actTimerPrefab;
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[Header("Objects")]
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protected PencilTool pencil;
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protected DrawableFrame drawableFrame;
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protected List<PaletteButton> paletteButtons;
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protected RadiusSlider radiusSlider;
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protected Text actName;
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protected Text actDescription;
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protected Timer actTimer;
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[Serializable]
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public class DrawingSettings : ActSettings {
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public Color startingColor = Color.white;
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public List<Color> palette = new List<Color>();
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public float timeLimit = 99f;
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public string actName = "Untitled";
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public string actDescription = "This Act is missing a description.";
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public string destinationPool = "default";
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public DrawingSettings(Color startingColor, List<Color> palette, float timeLimit, string actName, string actDescription, string destinationPool) {
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this.type = "Drawing";
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this.startingColor = startingColor;
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this.palette = palette;
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this.timeLimit = timeLimit;
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this.actName = actName;
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this.actDescription = actDescription;
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this.destinationPool = destinationPool;
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}
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}
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[Serializable]
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public class DrawingResults : ActResults {
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public readonly byte[] pngBytes;
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public DrawingResults(byte[] pngBytes) {
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this.pngBytes = pngBytes;
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}
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}
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public override void ActInit() {
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base.ActInit();
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//Load settings
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DrawingSettings drawingSettings = settings as DrawingSettings;
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//Create drawable frame
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drawableFrame = Instantiate(drawableFramePrefab, transform).GetComponent<DrawableFrame>();
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drawableFrame.startingColor = drawingSettings.startingColor;
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//Init PencilTool
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pencil = drawableFrame.GetComponent<PencilTool>();
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try {
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pencil.selectedColor = drawingSettings.palette[0];
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} catch(ArgumentOutOfRangeException) {
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pencil.selectedColor = drawingSettings.startingColor;
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}
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//Init PaletteButtons
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paletteButtons = new List<PaletteButton>();
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for(int i = 0; i < drawingSettings.palette.Count; i++) {
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PaletteButton button = Instantiate(paletteButtonPrefab, canvas.transform).GetComponent<PaletteButton>();
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RectTransform btnTransform = button.GetComponent<RectTransform>();
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Image btnImage = button.GetComponent<Image>();
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button.pencil = pencil;
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btnImage.color = drawingSettings.palette[i];
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btnTransform.anchoredPosition = new Vector2(-420 + i * 110, 150);
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paletteButtons.Add(button);
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}
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//Init RadiusSlider
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radiusSlider = Instantiate(radiusSliderPrefab, canvas.transform).GetComponent<RadiusSlider>();
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radiusSlider.pencil = pencil;
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//Init actName Text
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actName = Instantiate(actNamePrefab, canvas.transform).GetComponent<Text>();
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actName.text = drawingSettings.actName;
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//Init actDescription Text
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actDescription = Instantiate(actDescriptionPrefab, canvas.transform).GetComponent<Text>();
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actDescription.text = drawingSettings.actDescription;
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//Init actTimer
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actTimer = Instantiate(actTimerPrefab, canvas.transform).GetComponent<Timer>();
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actTimer.TimerSet(drawingSettings.timeLimit);
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}
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public override void ActStart() {
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base.ActStart();
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//Unlock frame
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drawableFrame.interactable = false;
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//Start timer
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actTimer.OnTimeOut += new Action(ActEnd);
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actTimer.TimerStart();
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}
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public override void ActEnd() {
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base.ActEnd();
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//Lock frame
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drawableFrame.interactable = true;
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//Generate results
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results = new DrawingResults(drawableFrame.ToPNG());
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}
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public override void ActCleanup() {
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base.ActCleanup();
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Destroy(drawableFrame.gameObject);
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foreach(PaletteButton button in paletteButtons) {
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Destroy(button.gameObject);
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}
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Destroy(radiusSlider.gameObject);
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Destroy(actName.gameObject);
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Destroy(actDescription.gameObject);
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Destroy(actTimer.gameObject);
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}
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}
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