Pick transitions to be character specific
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@ -1,9 +1,90 @@
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<div class="parentContainer">
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<div class="template-editor">
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<app-simple-transition-editor [gamesystem]="templateGamesystem!.referenceGamesystem"></app-simple-transition-editor>
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<mat-card>
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<mat-card-content>
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<mat-form-field class="long-form">
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<mat-label>Filter</mat-label>
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<input matInput (keyup)="applyFilter($event)" placeholder="Filter" #input>
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</mat-form-field>
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<table mat-table [dataSource]="dataSource" class="mat-elevation-z8" multiTemplateDataRows>
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<ng-container matColumnDef="starting-state">
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<th mat-header-cell *matHeaderCellDef>Starting State</th>
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<td mat-cell *matCellDef="let transition">
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<span *ngIf="editedTransition !== transition">{{transition.startingState.stateLabel}}</span>
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</td>
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</ng-container>
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<ng-container matColumnDef="ending-state">
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<th mat-header-cell *matHeaderCellDef>Ending State</th>
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<td mat-cell *matCellDef="let transition">
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<span *ngIf="editedTransition !== transition">{{transition.endingState.stateLabel}}</span>
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</td>
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</ng-container>
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<ng-container matColumnDef="expandedDetail">
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<td mat-cell *matCellDef="let element" [attr.colspan]="columnsToDisplayWithExpand.length">
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<div class="example-element-detail"
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[@detailExpand]="element == expandedElement ? 'expanded' : 'collapsed'">
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<div class="condition-action-container">
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<div class="action-container">
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<app-scriptaccount-action-editor [transition]="element" [scriptAccounts]="scriptAccounts" [enableEditing]="true"></app-scriptaccount-action-editor>
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</div>
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<div class="condition-container">
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<app-scriptaccount-condition-editor [conditions]="element.scriptAccountConditions" [scriptAccounts]="scriptAccounts" [enableEditiong]="true"
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(onCreateCondition)="onCreateCondition(element, $event)" (onDeleteCondition)="deleteCondition(element, $event)"></app-scriptaccount-condition-editor>
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</div>
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</div>
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</div>
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</td>
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</ng-container>
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<ng-container matColumnDef="edit">
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<th mat-header-cell *matHeaderCellDef></th>
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<td mat-cell *matCellDef="let transition">
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<button mat-icon-button class="icon-btn-primary" *ngIf="editedTransition !== transition" [disabled]="editedTransition !== null" (click)="onEditTransition(transition)"><mat-icon>edit</mat-icon></button>
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<button mat-icon-button class="icon-btn-primary" *ngIf="editedTransition === transition" (click)="onEditTransition(transition)"><mat-icon>done</mat-icon></button>
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</td>
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</ng-container>
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<ng-container matColumnDef="delete">
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<th mat-header-cell *matHeaderCellDef></th>
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<td mat-cell *matCellDef="let transition">
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<button mat-icon-button color="warn" (click)="deleteTransition(transition)"><mat-icon>delete</mat-icon></button>
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</td>
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</ng-container>
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<ng-container matColumnDef="expand">
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<th mat-header-cell *matHeaderCellDef aria-label="row actions">
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</th>
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<td mat-cell *matCellDef="let element">
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<button mat-icon-button aria-label="expand row" (click)="(expandedElement = expandedElement === element ? null : element); $event.stopPropagation()">
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@if (expandedElement === element) {
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<mat-icon>keyboard_arrow_up</mat-icon>
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} @else {
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<mat-icon>keyboard_arrow_down</mat-icon>
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}
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</button>
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</td>
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</ng-container>
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<tr mat-header-row *matHeaderRowDef="columnsToDisplayWithExpand"></tr>
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<tr mat-row *matRowDef="let element; columns: columnsToDisplayWithExpand;"
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class="example-element-row"
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[class.example-expanded-row]="expandedElement === element"
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(click)="expandedElement = expandedElement === element ? null : element">
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</tr>
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<tr mat-row *matRowDef="let row; columns: ['expandedDetail']" class="example-detail-row"></tr>
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</table>
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</mat-card-content>
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</mat-card>
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</div>
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<div class="reference-editor">
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<app-simple-transition-editor [gamesystem]="templateGamesystem!.referenceGamesystem"></app-simple-transition-editor>
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<app-simple-transition-editor [referenceEditor]="true" [gamesystem]="templateGamesystem!.referenceGamesystem" (referenceTransitionEmitter)="extractReferencedTransition($event)"></app-simple-transition-editor>
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</div>
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</div>
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@ -5,3 +5,81 @@
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.reference-editor, .template-editor{
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flex: 1;
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}
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table {
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width: 100%;
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margin-top: 20px;
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}
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.mat-column-edit, .mat-column-delete, .mat-column-expand {
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width: 32px;
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}
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tr.example-detail-row {
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height: 0;
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}
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tr.example-element-row:not(.example-expanded-row):hover {
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background: #545456;
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}
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tr.example-element-row:not(.example-expanded-row):active {
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background: #545456;
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}
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.example-element-row td {
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border-bottom-width: 0;
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}
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.example-element-detail {
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overflow: hidden;
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display: flex;
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}
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.example-element-diagram {
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min-width: 80px;
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border: 2px solid black;
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padding: 8px;
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font-weight: lighter;
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margin: 8px 0;
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height: 104px;
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}
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.example-element-symbol {
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font-weight: bold;
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font-size: 40px;
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line-height: normal;
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}
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.example-element-description {
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padding: 16px;
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}
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.example-element-description-attribution {
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opacity: 0.5;
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}
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.long-form {
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width: 100%;
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}
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.warning-icon {
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margin-right: 5px;
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}
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.mat-error {
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color: red;
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}
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.condition-action-container {
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display: flex;
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flex-wrap: wrap;
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width: 100%
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}
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.condition-container {
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flex: 1;
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}
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.action-container {
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flex: 1;
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}
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@ -1,13 +1,70 @@
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import {Component, Input} from '@angular/core';
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import {Component, EventEmitter, Input, Output} from '@angular/core';
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import {TemplateGamesystem} from "../../../../project/game-model/gamesystems/TemplateGamesystem";
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import {AppModule} from "../../../../app.module";
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import {animate, state, style, transition, trigger} from "@angular/animations";
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import {MatTableDataSource} from "@angular/material/table";
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import {SimpleTransition} from "../../../../project/game-model/gamesystems/transitions/SimpleTransition";
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import {SimpleState} from "../../../../project/game-model/gamesystems/states/SimpleState";
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import {ScriptAccount} from "../../../../project/game-model/scriptAccounts/ScriptAccount";
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import {ScriptAccountCondition} from "../../../../project/game-model/gamesystems/conditions/ScriptAccountCondition";
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@Component({
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selector: 'app-template-transition-editor',
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templateUrl: './template-transition-editor.component.html',
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styleUrl: './template-transition-editor.component.scss'
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styleUrl: './template-transition-editor.component.scss',
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animations: [
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trigger('detailExpand', [
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state('collapsed,void', style({height: '0px', minHeight: '0'})),
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state('expanded', style({height: '*'})),
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transition('expanded <=> collapsed', animate('225ms cubic-bezier(0.4, 0.0, 0.2, 1)')),
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]),
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],
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})
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export class TemplateTransitionEditorComponent {
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@Input() templateGamesystem: TemplateGamesystem | undefined
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@Input() scriptAccounts: ScriptAccount[] = []
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displayedColumns: string[] = ["starting-state", "ending-state", "edit", "delete"];
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dataSource = new MatTableDataSource<SimpleTransition>();
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columnsToDisplayWithExpand = [...this.displayedColumns, 'expand'];
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expandedElement: SimpleTransition | null = null;
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editedTransition: SimpleTransition | undefined
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editedTransitionIndex = -1;
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defaultStartingState: SimpleState = new SimpleState("None", "");
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defaultEndingState: SimpleState = new SimpleState("None", "");
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transitionError: boolean = false;
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transitionStartingStateError = true;
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transitionEndingStateError = true;
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applyFilter(event: KeyboardEvent) {
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const filterValue = (event.target as HTMLInputElement).value;
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this.dataSource.filter = filterValue.trim().toLowerCase();
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}
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onCreateCondition(transition: SimpleTransition, condition: ScriptAccountCondition) {
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}
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deleteCondition(transition: SimpleTransition, condition: ScriptAccountCondition) {
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}
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deleteTransition(transition: SimpleTransition) {
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}
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onEditTransition(transition: SimpleTransition) {
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if(this.editedTransition == undefined) {
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this.editedTransition = transition
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} else {
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this.editedTransition = undefined
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}
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}
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extractReferencedTransition(transition: SimpleTransition) {
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this.templateGamesystem!.addReferenceTransition(transition)
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this.dataSource.data = this.templateGamesystem!.templateTransitions
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}
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}
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<ng-container matColumnDef="edit">
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<th mat-header-cell *matHeaderCellDef></th>
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<td mat-cell *matCellDef="let transition">
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<button mat-icon-button class="icon-btn-primary" *ngIf="editedTransition !== transition" [disabled]="editedTransition != undefined"><mat-icon>edit</mat-icon></button>
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<button mat-icon-button class="icon-btn-primary" *ngIf="editedTransition !== transition"
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[disabled]="editedTransition != undefined" (click)="editTransition(transition)"><mat-icon>edit</mat-icon></button>
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<button mat-icon-button class="icon-btn-primary" *ngIf="editedTransition === transition"
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[disabled]="transitionError || transitionStartingStateError || transitionEndingStateError" (click)="finishEditing()"
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><mat-icon>done</mat-icon></button>
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@ -74,7 +75,7 @@
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<ng-container matColumnDef="expand">
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<th mat-header-cell *matHeaderCellDef aria-label="row actions">
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<button mat-icon-button (click)="addTransition()" [disabled]="editedTransition != undefined"><mat-icon>add</mat-icon></button>
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<button mat-icon-button *ngIf="!referenceEditor" (click)="addTransition()" [disabled]="editedTransition != undefined"><mat-icon>add</mat-icon></button>
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</th>
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<td mat-cell *matCellDef="let element">
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<button mat-icon-button aria-label="expand row" (click)="(expandedElement = expandedElement === element ? null : element); $event.stopPropagation()">
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@ -1,4 +1,4 @@
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import {Component, Input, OnInit} from '@angular/core';
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import {Component, EventEmitter, Input, OnInit, Output} from '@angular/core';
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import {
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MatTableDataSource
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} from "@angular/material/table";
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@ -24,6 +24,8 @@ export class SimpleTransitionEditorComponent implements OnInit {
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@Input() gamesystem: SimpleGamesystem | undefined
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@Input() scriptAccounts: ScriptAccount[] = []
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@Input() referenceEditor: boolean = false
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@Output() referenceTransitionEmitter: EventEmitter<SimpleTransition> = new EventEmitter<SimpleTransition>()
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displayedColumns: string[] = ["starting-state", "ending-state", "edit", "delete"];
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dataSource = new MatTableDataSource<SimpleTransition>();
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columnsToDisplayWithExpand = [...this.displayedColumns, 'expand'];
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@ -38,6 +40,11 @@ export class SimpleTransitionEditorComponent implements OnInit {
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transitionStartingStateError = true;
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transitionEndingStateError = true;
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ngOnInit() {
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if(this.referenceEditor) {
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this.displayedColumns = this.displayedColumns.slice(0, -1)
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this.columnsToDisplayWithExpand = [...this.displayedColumns, 'expand'];
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}
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this.dataSource.data = this.gamesystem!.transitions;
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this.dataSource.filterPredicate = (data: SimpleTransition, filter: string) => {
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return [data.startingState, data.endingState].some((state) => state.stateLabel.toLowerCase().includes(filter))
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@ -97,4 +104,8 @@ export class SimpleTransitionEditorComponent implements OnInit {
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deleteCondition(trasition: SimpleTransition, condition: ScriptAccountCondition) {
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trasition.removeScriptAccountCondition(condition.scriptAccount);
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}
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editTransition(transition: SimpleTransition) {
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this.referenceTransitionEmitter.emit(transition)
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}
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}
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@ -2,11 +2,14 @@ import {SimpleGamesystem} from "./SimpleGamesystem";
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import {TemplateState} from "./states/TemplateState";
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import {SimpleState} from "./states/SimpleState";
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import {ScriptAccountCondition} from "./conditions/ScriptAccountCondition";
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import {SimpleTransition} from "./transitions/SimpleTransition";
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import {ScriptAccountAction} from "./actions/ScriptAccountAction";
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export class TemplateGamesystem {
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referenceGamesystem: SimpleGamesystem
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templateStates: SimpleState[] = []
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templateTransitions: SimpleTransition[] = []
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constructor(referenceGamesystem: SimpleGamesystem) {
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@ -19,4 +22,13 @@ export class TemplateGamesystem {
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ScriptAccountCondition.constructScriptAccountCondition(condition.scriptAccount, condition.minValue, condition.maxValue)!)
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this.templateStates.push(templateState)
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}
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addReferenceTransition(referenceTransition: SimpleTransition) {
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const templateTransition = new SimpleTransition(referenceTransition.startingState, referenceTransition.endingState)
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templateTransition.scriptAccountConditions = referenceTransition.scriptAccountConditions.map(condition =>
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ScriptAccountCondition.constructScriptAccountCondition(condition.scriptAccount, condition.minValue, condition.maxValue)!)
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templateTransition.scriptAccountActions = referenceTransition.scriptAccountActions.map(action =>
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new ScriptAccountAction(action.scriptAccount, action.changingValue))
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this.templateTransitions.push(templateTransition)
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}
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}
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