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-1,14 +1,22 @@ using TMPro; using UnityEngine; +using UnityEngine.EventSystems; using UnityEngine.UI; public class SingleLevelProbabilityPanel : MonoBehaviour { public TextMeshProUGUI levelNameText; - public TextMeshProUGUI probabilityText; + public TMP_InputField inputField; + public Button lockButton; + public Image lockImg; + public Image unlockImg; public Slider probabilitySlider; - public float probabilityValue = 0; + + [SerializeField] + private float probabilityValue = 0f; + + private bool isLocked = false; /// /// Initialize the level probability panel, setting the level name and probability value. @@ -19,6 +27,7 @@ public void InitializeLevelProbabilityPanel(string levelName, float probability) { SetLevelName(levelName); SetProbability(probability); + InitializeButton(); } /// @@ -28,8 +37,10 @@ public void InitializeLevelProbabilityPanel(string levelName, float probability) /// The probability value. public void InitializeLevelProbabilityPanel(int levelName, float probability) { + Debug.Log(levelName + " " + probability); SetLevelName(levelName); SetProbability(probability); + InitializeButton(); } /// @@ -56,15 +67,107 @@ public void SetLevelName(int levelName) /// The probability value. public void SetProbability(float prob) { - probabilitySlider.value = prob; + probabilityValue = prob; UpdateProbabilityText(); + UpdateProbabilitySlider(); } /// - /// Update the probability text display. + /// Updates the probability text display and can optionally synchronize the probability slider update. /// - public void UpdateProbabilityText() + /// The probability value (optional). + /// Whether to synchronize the probability slider update (default is false). + /// + /// If a probability value (value) is provided, it updates the probability text using that value. Otherwise, it parses the percentage value from the input field and updates the text. + /// If syncToSlider is true, it also synchronizes the probability slider update. + /// + public void UpdateProbabilityText(float? value = null) { - probabilityText.text = (probabilitySlider.value * 100).ToString("0.00") + "%"; + if (value != null) + { + probabilityValue = (float)value; + } + inputField.text = (probabilityValue * 100f).ToString("F1") + "%"; + } + + /// + /// Updates the value of the probability slider and can optionally synchronize the probability text update. + /// + /// The probability value (optional). + /// Whether to synchronize the probability text update (default is false). + /// + /// If a probability value (value) is provided, it updates the probability slider using that value. Otherwise, it parses the percentage value from the input field and updates the slider. + /// If syncToText is true, it also synchronizes the probability text update. + /// + public void UpdateProbabilitySlider(float? value = null) + { + if (value != null) + { + probabilityValue = (float)value; + } + probabilitySlider.value = probabilityValue; + } + + /// + /// Gets the current probability value. + /// + /// + /// This property allows external code to read the current probability value. + /// + public float ProbabilityValue + { + get { return probabilityValue; } + } + + /// + /// Gets a value indicating whether the object is locked. + /// + /// + /// Returns true if the object is locked; otherwise, returns false. + /// + public bool IsLocked + { + get { return isLocked; } + } + + /// + /// Gets a value indicating whether the object is unlocked. + /// + /// + /// Returns true if the object is unlocked; otherwise, returns false. + /// + public bool UnLocked + { + get { return !isLocked; } + } + + private void InitializeButton() + { + EventTrigger eventTrigger = lockButton.GetComponent(); + if (eventTrigger == null) + { + eventTrigger = lockButton.gameObject.AddComponent(); + } + EventTrigger.Entry entry = new EventTrigger.Entry(); + entry.eventID = EventTriggerType.PointerClick; + entry.callback.AddListener((data) => { OnLockButtonClicked(); }); + eventTrigger.triggers.Add(entry); + // set lockImg as Unlock + isLocked = false; + UpdateLockImg(); + } + + private void OnLockButtonClicked() + { + isLocked = !isLocked; + UpdateLockImg(); + probabilitySlider.interactable = !isLocked; + inputField.interactable = !isLocked; + } + + private void UpdateLockImg() + { + lockImg.gameObject.SetActive(isLocked); + unlockImg.gameObject.SetActive(!isLocked); } } \ No newline at end of file diff --git a/Assets/Script/SingleLevelProbabilityPanel.cs.meta b/Assets/Script/SingleLevelProbabilityPanel.cs.meta index ac536be..1c94deb 100644 --- a/Assets/Script/SingleLevelProbabilityPanel.cs.meta +++ b/Assets/Script/SingleLevelProbabilityPanel.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 650649b0f68385646ba7f21566945d1a +guid: 2a8780a678491d04d9395d0243a3dab0 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/TargetLevelProbabilityPanel.cs b/Assets/TargetLevelProbabilityPanel.cs index b1462a2..d26d6a1 100644 --- a/Assets/TargetLevelProbabilityPanel.cs +++ b/Assets/TargetLevelProbabilityPanel.cs @@ -1,6 +1,8 @@ using System.Collections.Generic; +using System.Linq; using TMPro; using UnityEngine; +using UnityEngine.EventSystems; public class TargetLevelProbabilityPanel : MonoBehaviour { @@ -11,20 +13,165 @@ public class TargetLevelProbabilityPanel : MonoBehaviour private List singleLevelPanelsObjs = new List(); private List singleLevelPanels = new List(); + private int panelNum = 0; + public void IntializePanels(int levelNum, string titleName) { // initialize target level probability panel size float defaultWidth = singleLevelProbabilityPanel.GetComponent().sizeDelta.x; float defaultLevelHeight = singleLevelProbabilityPanel.GetComponent().sizeDelta.y; float titleHeight = targetTitleText.GetComponent().sizeDelta.y; + float averageProbability = 1f / levelNum; + float lastLevelProbability = 1f - averageProbability * (levelNum - 1); + Debug.Log("averageProbability: " + averageProbability); transform.GetComponent().sizeDelta = new Vector2(defaultWidth, (defaultLevelHeight * levelNum) + titleHeight); // create title text titleText = Instantiate(targetTitleText, transform); titleText.GetComponent().text = titleName; + // create and initialize single level probability panels for (int i = 0; i < levelNum; i++) { + int tempIndex = i; singleLevelPanelsObjs.Add(Instantiate(singleLevelProbabilityPanel, transform)); singleLevelPanels.Add(singleLevelPanelsObjs[i].GetComponent()); + singleLevelPanels[i].InitializeLevelProbabilityPanel(i, i == levelNum - 1 ? lastLevelProbability : averageProbability); + //add onValueChanged event to slider and input field + singleLevelPanels[i].probabilitySlider.onValueChanged.AddListener((value) => OnSliderValueChange(value, tempIndex)); + } + panelNum = levelNum; + } + + /// + /// Adds an event trigger entry to an event trigger. + /// + /// The event trigger object. + /// The event trigger type. + /// The event handler method to execute. + private void AddEventTrigger(GameObject gameObject, EventTriggerType triggerType, System.Action action) + { + EventTrigger eventTrigger = gameObject.GetComponent(); + if (eventTrigger == null) + { + eventTrigger = gameObject.AddComponent(); + } + EventTrigger.Entry entry = new EventTrigger.Entry(); + entry.eventID = triggerType; + entry.callback.AddListener(new UnityEngine.Events.UnityAction(action)); + eventTrigger.triggers.Add(entry); + } + + private void OnSliderValueChange(float value, int exceptedIndex) + { + float newTotalValue = 0; + float averageCorrectionValue = 0; + int unlockedPanelNum = 0; + int remainCorrectionNum = panelNum; + float extraValue = 0; + float[] correctionValues = new float[panelNum]; + + // calculate total probability value + for (int i = 0; i < panelNum; i++) + { + // disable slider listener + singleLevelPanels[i].probabilitySlider.onValueChanged.RemoveAllListeners(); + newTotalValue += (i == exceptedIndex ? value : singleLevelPanels[i].ProbabilityValue); + if (singleLevelPanels[i].UnLocked) + { + unlockedPanelNum++; + } + } + // only have one panel + if (panelNum == 1) + { + singleLevelPanels[exceptedIndex].SetProbability(1); + enableSliderListener(); + return; + } + //only one panel is unlocked + if (unlockedPanelNum == 1) + { + // limit this panel value under 1 - (newTotalValue - value) + singleLevelPanels[exceptedIndex].SetProbability(newTotalValue - 1 > 0 ? 1 - newTotalValue + value : value); + enableSliderListener(); + return; + } + // Calculate the average correction value + extraValue = newTotalValue - 1; + averageCorrectionValue = extraValue / (unlockedPanelNum - 1); + // initialize correction value to each panel + correctionValues = Enumerable.Repeat(averageCorrectionValue, panelNum).ToArray(); + // make sure all probability value is not less than 0 and equal to 1 + int iterationCount = 0; + while (remainCorrectionNum > 0) + { + iterationCount++; + Debug.Log(remainCorrectionNum); + remainCorrectionNum = 0; + List reCorrectionIndex = new List(); + int lastReCorrectionIndex = 0; + float underZeroExtraValueAfterCorrected = 0; + for (int i = 0; i < panelNum; ++i) + { + // if the panel is the changed one + if (i == exceptedIndex) + { + correctionValues[i] = 0; + continue; + } + // if the panel is locked or the probability value is 0 or the probability value is equal to the correction value + if (singleLevelPanels[i].IsLocked || singleLevelPanels[i].ProbabilityValue <= 0) + { + correctionValues[i] = 0; + } + else if (singleLevelPanels[i].ProbabilityValue == correctionValues[i]) + { + underZeroExtraValueAfterCorrected += correctionValues[i]; + } + else if (singleLevelPanels[i].ProbabilityValue - correctionValues[i] < 0) + { + underZeroExtraValueAfterCorrected += correctionValues[i]; + correctionValues[i] = singleLevelPanels[i].ProbabilityValue; + remainCorrectionNum++; + } + else + { + lastReCorrectionIndex = i; + reCorrectionIndex.Add(i); + } + } + foreach (int index in reCorrectionIndex) + { + float newAverageCorrectionValue = (extraValue - underZeroExtraValueAfterCorrected) / reCorrectionIndex.Count; + // + if (index == lastReCorrectionIndex) + { + correctionValues[index] = extraValue - (newAverageCorrectionValue * (reCorrectionIndex.Count - 1)); + } + else + { + correctionValues[index] = newAverageCorrectionValue; + } + } + if (iterationCount >= 100) + { + break; + } + } + + // applicate the value to all unlocked panels excepted the changed one + for (int i = 0; i < panelNum; i++) + { + singleLevelPanels[i].SetProbability(i == exceptedIndex ? value : singleLevelPanels[i].ProbabilityValue - correctionValues[i]); + } + enableSliderListener(); + } + + private void enableSliderListener() + { + for (int i = 0; i < panelNum; i++) + { + int tempIndex = i; + singleLevelPanels[i].probabilitySlider.onValueChanged.AddListener((value) => OnSliderValueChange(value, tempIndex)); } } } \ No newline at end of file diff --git a/Assets/UIColorContainer.cs b/Assets/UIColorContainer.cs new file mode 100644 index 0000000..566e0c7 --- /dev/null +++ b/Assets/UIColorContainer.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class UIColorContainer : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/UIColorContainer.cs.meta b/Assets/UIColorContainer.cs.meta new file mode 100644 index 0000000..edfc5cb --- /dev/null +++ b/Assets/UIColorContainer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3fef23608d0a5d242a781d8ca28ed23b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt index 0f3a613..05bb5b2 100644 --- a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt +++ b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt @@ -15,17 +15,17 @@ MonoBehaviour: m_Children: - {fileID: 3} - {fileID: 9} - - {fileID: 14} + - {fileID: 15} m_Position: serializedVersion: 2 x: 0 y: 30 - width: 1920 + width: 1855 height: 987 m_MinSize: {x: 300, y: 200} m_MaxSize: {x: 24288, y: 16192} vertical: 0 - controlID: 134 + controlID: 77 --- !u!114 &2 MonoBehaviour: m_ObjectHideFlags: 52 @@ -46,10 +46,10 @@ MonoBehaviour: m_Tooltip: m_Pos: serializedVersion: 2 - x: 1920 + x: 65 y: 73 - width: 1122 - height: 695 + width: 1089 + height: 594 m_ViewDataDictionary: {fileID: 0} m_OverlayCanvas: m_LastAppliedPresetName: Default @@ -60,8 +60,8 @@ MonoBehaviour: collapsed: 0 displayed: 1 snapOffset: {x: 0, y: 0} - snapOffsetDelta: {x: -101, y: -26} - snapCorner: 3 + snapOffsetDelta: {x: 0, y: 0} + snapCorner: 0 id: Tool Settings index: 0 layout: 1 @@ -81,7 +81,7 @@ MonoBehaviour: floating: 0 collapsed: 0 displayed: 1 - snapOffset: {x: 0, y: 0} + snapOffset: {x: 0, y: 25} snapOffsetDelta: {x: 0, y: 0} snapCorner: 0 id: unity-scene-view-toolbar @@ -103,7 +103,7 @@ MonoBehaviour: floating: 0 collapsed: 0 displayed: 1 - 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