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GrassCount.cs
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GrassCount.cs
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace GrassyKnight
{
// Attach to the Geo Count object (referenced by HeroController.geoCounter)
// to get a fancy grass counter!
class GrassCount : MonoBehaviour {
private class RowLayoutObject {
// The object will be considered to be at least this wide when
// laying out items, even if its actual bounds are smaller.
public float MinWidth = 0;
// If the object's layout width needs to be increased, it will
// increased in steps of this. So if the real width was 10, the min
// width was 9, and the step size was 3, the computed width would
// be 12.
private float _widthStepSize = 1;
public float WidthStepSize {
get => _widthStepSize;
set {
if (value < 0) {
throw new ArgumentOutOfRangeException(
$"WidthStepSize must not be negative, got {value}");
}
_widthStepSize = value;
}
}
// This will be added to the real width of object as the first step
// of calculating the computed width.
public float PaddingRight = 0;
public GameObject GameObject_ = null;
public float GetRealWidth() {
Renderer renderer = GameObject_?.GetComponent<Renderer>();
if (renderer == null) {
throw new InvalidOperationException(
"GameObject_ must be non-null and have a renderer.");
}
Transform parentTransform = GameObject_.transform.parent;
if (parentTransform == null) {
return renderer.bounds.size.x;
} else {
Vector3 localSize =
parentTransform.InverseTransformVector(
renderer.bounds.size);
return localSize.x;
}
}
public float GetComputedWidth() {
float realWidth = GetRealWidth();
float paddedRealWidth = realWidth + PaddingRight;
float unroundedComputedWidth = Mathf.Max(
paddedRealWidth, MinWidth);
if (unroundedComputedWidth <= MinWidth) {
return MinWidth;
} else if (WidthStepSize <= 0) {
return unroundedComputedWidth;
} else {
return MinWidth + WidthStepSize * Mathf.Ceil(
(unroundedComputedWidth - MinWidth) / WidthStepSize);
}
}
}
// The first object is the "anchor", it will not be moved but its
// computed width will be used.
private List<RowLayoutObject> _layout = new List<RowLayoutObject>();
// The normal size of the geo count is rather large, such that adding
// a bunch of grass stats next to it is overwhelmingly large. So we
// scale it down by this factor.
public float Scale = 0.6f;
private GameObject _roomCount = null;
private GameObject _globalCount = null;
public void Start() {
try {
_Start();
} catch (System.Exception e) {
GrassyKnight.Instance.LogException(
"Error in GrassCount.Start()", e);
}
}
private void _Start() {
_layout.Add(new RowLayoutObject {
MinWidth = 1.4f, // A bit wider than 3 digits
WidthStepSize = 0.5f, // Roughly 1 digit
PaddingRight = 0.7f,
GameObject_ = GetGeoTextObject(),
});
_layout.Add(new RowLayoutObject {
MinWidth = 0,
WidthStepSize = 0,
PaddingRight = 0.3f,
GameObject_ = CreateSpriteObject(
"Grass Sprite", "grass-icon.png"),
});
_roomCount = CreateTextObject("Room Grass Count");
_layout.Add(new RowLayoutObject {
MinWidth = 1.4f,
WidthStepSize = 0.5f,
PaddingRight = 0.7f,
GameObject_ = _roomCount,
});
_layout.Add(new RowLayoutObject {
MinWidth = 0,
WidthStepSize = 0,
PaddingRight = 0.3f,
GameObject_ = CreateSpriteObject(
"Grass Sprite", "global-grass-icon.png"),
});
_globalCount = CreateTextObject("Global Grass Count");
_layout.Add(new RowLayoutObject {
MinWidth = 0,
WidthStepSize = 0,
PaddingRight = 0,
GameObject_ = _globalCount,
});
}
private GameObject CreateTextObject(string name) {
GameObject result = new GameObject(
name, typeof(TextMesh), typeof(MeshRenderer));
result.layer = gameObject.layer;
UnityEngine.Object.DontDestroyOnLoad(result);
GameObject geoTextObject = GetGeoTextObject();
TextMesh geoTextMesh = geoTextObject.GetComponent<TextMesh>();
TextMesh textMesh = result.GetComponent<TextMesh>();
textMesh.alignment = TextAlignment.Left;
textMesh.anchor = TextAnchor.MiddleLeft;
textMesh.font = geoTextMesh.font;
textMesh.fontSize = geoTextMesh.fontSize;
textMesh.text = geoTextMesh.text;
MeshRenderer meshRenderer = result.GetComponent<MeshRenderer>();
meshRenderer.material = textMesh.font.material;
meshRenderer.enabled = false;
result.transform.parent = gameObject.transform;
result.transform.localScale = geoTextObject.transform.localScale;
result.transform.localPosition = geoTextObject.transform.localPosition;
return result;
}
private Texture2D LoadPNG(string name) {
System.IO.Stream png =
System.Reflection.Assembly
.GetExecutingAssembly()
.GetManifestResourceStream(name);
try {
byte[] buffer = new byte[png.Length];
png.Read(buffer, 0, buffer.Length);
Texture2D texture = new Texture2D(1, 1);
texture.LoadImage(buffer, true);
return texture;
} finally {
png.Dispose();
}
}
private GameObject CreateSpriteObject(string name, string pngName) {
GameObject result = new GameObject(name, typeof(SpriteRenderer));
result.layer = gameObject.layer;
UnityEngine.Object.DontDestroyOnLoad(result);
Texture2D texture = LoadPNG(pngName);
Sprite sprite = Sprite.Create(
texture,
new Rect(0, 0, texture.width, texture.height),
new Vector2(0, 0.5f), // (0.5, 0.5) is the center of the sprite
// Make the sprite 1 world unit tall
texture.height);
SpriteRenderer renderer = result.GetComponent<SpriteRenderer>();
renderer.sprite = sprite;
renderer.sortingOrder = 32767;
renderer.enabled = false;
GameObject geoTextObject = GetGeoTextObject();
result.transform.parent = gameObject.transform;
result.transform.localScale = geoTextObject.transform.localScale;
result.transform.localPosition = geoTextObject.transform.localPosition;
// Adjust the height to match the existing geo sprite object
Bounds geoSpriteBounds =
GetSpriteObject().GetComponent<Renderer>().bounds;
float targetHeight = geoSpriteBounds.size.y;
float currentHeight = renderer.bounds.size.y;
result.transform.localScale *= targetHeight / currentHeight;
// Adjust the bottom of the sprite so that it aligns with the
// bottom of the existing geo sprite
float targetBottom = geoSpriteBounds.min.y;
float currentBottom = renderer.bounds.min.y;
result.transform.localPosition +=
Vector3.up * (targetBottom - currentBottom);
return result;
}
public void Destroy() {
try {
UnityEngine.Object.Destroy(_roomCount);
} catch (System.Exception e) {
GrassyKnight.Instance.LogException(
"Error in GrassyCompass.Destroy()", e);
}
}
void Update() {
try {
_Update();
} catch (System.Exception e) {
GrassyKnight.Instance.LogException(
"Error in GrassCount.Update()", e);
}
}
void _Update() {
MaybeResize();
ReflowLayout();
}
static Vector3 WithX(Vector3 v, float newX) {
return new Vector3(newX, v.y, v.z);
}
void ReflowLayout() {
if (_layout.Count <= 0) {
return;
}
// The first component (the anchor) isn't created by us, and its
// position is the center of itself (I think), so we use the
// Renderer's bounds to get its leftmost edge.
Transform anchorParentTransform =
_layout[0].GameObject_.transform.parent;
float anchorLeft = anchorParentTransform.InverseTransformPoint(
_layout[0].GameObject_.GetComponent<Renderer>().bounds.min).x;
float currentX = anchorLeft + _layout[0].GetComputedWidth();
for (int i = 1; i < _layout.Count; ++i) {
Transform transform = _layout[i].GameObject_.transform;
transform.localPosition = WithX(transform.localPosition,
currentX);
currentX += _layout[i].GetComputedWidth();
_layout[i].GameObject_.GetComponent<Renderer>().enabled = true;
}
}
// Makes the counter smaller
void MaybeResize() {
if (gameObject.transform.localScale.x == Scale &&
gameObject.transform.localScale.y == Scale &&
gameObject.transform.localScale.z == Scale) {
// Nothing to do!
return;
}
// Fix the top left of the Geo Sprite in place as we shrink it
GameObject child = GetSpriteObject();
Vector2 startPosition = TopLeftOfBounds(
child.GetComponent<Renderer>().bounds);
gameObject.transform.localScale = Vector3.one * Scale;
gameObject.transform.position -= (Vector3)(
TopLeftOfBounds(child.GetComponent<Renderer>().bounds) -
startPosition);
}
Vector2 TopLeftOfBounds(Bounds bounds) {
return new Vector2(bounds.min.x, bounds.max.y);
}
GameObject GetGeoTextObject() {
GameObject result = gameObject.transform.Find("Geo Text").gameObject;
if (result == null) {
throw new InvalidOperationException("Cannot find Geo Text.");
}
return result;
}
GameObject GetSpriteObject() {
GameObject result = gameObject.transform.Find("Geo Sprite").gameObject;
if (result == null) {
throw new InvalidOperationException("Cannot find Geo Sprite.");
}
return result;
}
private string PrettyStats(GrassStats stats)
{
int struck = stats[GrassState.Cut] + stats[GrassState.ShouldBeCut];
string result = $"{struck}|{stats.Total()}";
return result;
}
public void UpdateStats(GrassStats scene, GrassStats global) {
if (_roomCount == null || _globalCount == null) {
return;
}
_roomCount.GetComponent<TextMesh>().text = PrettyStats(scene);
_globalCount.GetComponent<TextMesh>().text = PrettyStats(global);
}
}
}