Files
Emberwild/Assets/GAME/Script/Settings/Widgets/SettingStepperWidget.cs
T
2026-06-26 16:23:20 +02:00

137 lines
4.3 KiB
C#

using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Ashwild.Settings
{
/// <summary>
/// A "◄ value ►" control that cycles a list of preset values. Pure UI: it knows nothing about
/// which setting it drives. The hosting panel calls <see cref="Init"/> once with the presets
/// (each a value plus its display label) and the action to run when the user steps; afterwards
/// the panel pushes the current value through <see cref="SetValue"/>. Because each preset
/// carries its own label, a value like -1 can read as "Unlimited" rather than a number.
/// </summary>
[DisallowMultipleComponent]
public class SettingStepperWidget : MonoBehaviour
{
#region Serialized Fields
[Header("References")]
[SerializeField] private Button previousButton;
[SerializeField] private Button nextButton;
[SerializeField] private TMP_Text valueLabel;
#endregion
#region State
private IReadOnlyList<(int value, string label)> presets;
private Action<int> onChanged;
private bool wrap;
private int currentIndex;
#endregion
#region Public API
/// <summary>
/// Configures the stepper with its presets and wrap behaviour, and registers the action to
/// run when the user steps. Call once (the action is not invoked by <see cref="SetValue"/>).
/// </summary>
public void Init(IReadOnlyList<(int value, string label)> presets, bool wrap, Action<int> onChanged)
{
if (presets == null || presets.Count == 0)
{
Debug.LogError($"[SettingStepperWidget] '{name}' was initialized with no presets.", this);
return;
}
this.presets = presets;
this.wrap = wrap;
this.onChanged = onChanged;
if (previousButton != null)
{
previousButton.onClick.RemoveListener(StepDown);
previousButton.onClick.AddListener(StepDown);
}
if (nextButton != null)
{
nextButton.onClick.RemoveListener(StepUp);
nextButton.onClick.AddListener(StepUp);
}
}
/// <summary>
/// Selects the preset matching the given value (falling back to the first) and shows its
/// label, without invoking the apply action.
/// </summary>
public void SetValue(int value)
{
if (presets == null) return;
currentIndex = IndexOfValue(value);
UpdateLabel();
}
#endregion
#region Event Handlers
private void StepDown() => Step(-1);
private void StepUp() => Step(+1);
#endregion
#region Internal Helpers
/// <summary>
/// Moves the selection by one step (clamped or wrapped), shows it and runs the apply action.
/// </summary>
private void Step(int direction)
{
if (presets == null || presets.Count == 0) return;
int count = presets.Count;
int next = currentIndex + direction;
if (wrap)
next = (next % count + count) % count;
else
next = Mathf.Clamp(next, 0, count - 1);
if (next == currentIndex) return;
currentIndex = next;
UpdateLabel();
onChanged?.Invoke(presets[currentIndex].value);
}
/// <summary>
/// Returns the preset index whose value equals the given one, or 0 when none matches.
/// </summary>
private int IndexOfValue(int value)
{
for (int i = 0; i < presets.Count; i++)
if (presets[i].value == value) return i;
return 0;
}
/// <summary>
/// Shows the current preset's label and disables arrows that would do nothing.
/// </summary>
private void UpdateLabel()
{
if (valueLabel != null) valueLabel.text = presets[currentIndex].label;
if (!wrap)
{
if (previousButton != null) previousButton.interactable = currentIndex > 0;
if (nextButton != null) nextButton.interactable = currentIndex < presets.Count - 1;
}
}
#endregion
}
}