109 lines
3.4 KiB
C#
109 lines
3.4 KiB
C#
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.InputSystem;
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using TMPro;
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using NeonTea.Quakeball.Networking;
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using System.Collections.Generic;
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namespace NeonTea.Quakeball.Interface {
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public class StatScreen : MonoBehaviour {
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public Color RowColor;
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public RectTransform BackroundPanel;
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public GameObject RowPrefab;
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public bool ForceOpen;
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private bool Open;
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private InputAction OpenStatScreenAction;
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private List<RectTransform> Rows = new List<RectTransform>();
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private bool LastRowIsDark = true;
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private Color DarkColor;
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private int LastRowAmount = 0;
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private float LastUpdate;
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public void Start() {
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OpenStatScreenAction = new InputAction("Open stats", binding: "<Keyboard>/tab");
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OpenStatScreenAction.Enable();
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DarkColor = new Color(0, 0, 0, 0);
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DarkColor.a = RowColor.a;
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BackroundPanel.gameObject.SetActive(false);
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}
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public void Update() {
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if (OpenStatScreenAction.ReadValue<float>() > 0 || ForceOpen) {
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Open = true;
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} else {
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Open = false;
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}
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BackroundPanel.gameObject.SetActive(Open);
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if (Open && (Time.time - LastUpdate) > 0.5f && Net.Singleton.Instance != null) {
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UpdateRows();
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LastUpdate = Time.time;
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}
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}
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public void UpdateRows() {
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int rowAmount = Net.Singleton.Instance.PlayerList.Count;
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if (rowAmount != LastRowAmount) {
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UpdateRowAmount();
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LastRowAmount = rowAmount;
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}
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for (int i = 0; i < rowAmount; i++) {
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NetPlayer player = Net.Singleton.Instance.PlayerList[i];
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Rows[i].GetChild(0).GetComponent<TMP_Text>().text = player.Nick;
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int ping = (int)(player.Ping * 1000);
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Rows[i].GetChild(1).GetComponent<TMP_Text>().text = $"{ping} ms";
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}
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}
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public void UpdateRowAmount() {
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int rowAmount = Net.Singleton.Instance.PlayerList.Count;
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while (Rows.Count < rowAmount) {
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AddRow();
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}
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while (Rows.Count > rowAmount) {
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RemoveRow();
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}
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}
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public void AddRow() {
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GameObject rowobj = GameObject.Instantiate(RowPrefab);
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rowobj.transform.parent = BackroundPanel;
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RectTransform row = rowobj.GetComponent<RectTransform>();
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Rows.Add(row);
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Vector2 offsetMin = row.offsetMin;
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offsetMin.x = 0;
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row.offsetMin = offsetMin;
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Vector2 offsetMax = row.offsetMax;
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offsetMax.x = 0;
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row.offsetMax = offsetMax;
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Vector2 pos = row.anchoredPosition;
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pos.y = 20 - (row.rect.height * Rows.Count);
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row.anchoredPosition = pos;
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Image rowImage = row.GetComponent<Image>();
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if (LastRowIsDark) {
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rowImage.color = RowColor;
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} else {
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rowImage.color = DarkColor;
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}
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LastRowIsDark = !LastRowIsDark;
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}
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public void RemoveRow() {
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if (Rows.Count > 0) {
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GameObject.Destroy(Rows[Rows.Count - 1].gameObject);
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Rows.RemoveAt(Rows.Count - 1);
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LastRowIsDark = !LastRowIsDark;
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}
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}
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}
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} |