Unspecify CharacterSystem and Specify Charactersystem on correct occasions
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@ -1,4 +1,6 @@
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<app-template-state-editor [templateGamesystem]="gamesystem" [scriptAccounts]="scriptAccunts"
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<app-template-state-editor [templateGamesystem]="gamesystem" [scriptAccounts]="scriptAccunts"
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(onAddFirstTemplateState)="onAddFirstTemplateState()" (onRemoveLastTemplateState)="onRemoveLastTemplateState()"
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(onAddFirstTemplateState)="onSpecifyTemplate()" (onRemoveLastTemplateState)="onUnspecifyTemplate()"
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></app-template-state-editor>
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></app-template-state-editor>
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<app-template-transition-editor [templateGamesystem]="gamesystem"></app-template-transition-editor>
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<app-template-transition-editor [templateGamesystem]="gamesystem" [scriptAccounts]="scriptAccunts"
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(onAddFirstTemplateTransition)="onSpecifyTemplate()" (onRemoveLastTemplateTransition)="onUnspecifyTemplate()"
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></app-template-transition-editor>
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@ -14,14 +14,18 @@ export class TemplateGamesystemEditorComponent {
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@Input() gamesystem: TemplateGamesystem | undefined
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@Input() gamesystem: TemplateGamesystem | undefined
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@Input() scriptAccunts: ScriptAccount[] = []
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@Input() scriptAccunts: ScriptAccount[] = []
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@Output('onAddFirstTemplateState') addFirstTemplateStateEmitter: EventEmitter<TemplateGamesystem> = new EventEmitter<TemplateGamesystem>();
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@Output('onSpecifyTemplate') specifyTemplate: EventEmitter<TemplateGamesystem> = new EventEmitter<TemplateGamesystem>();
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@Output('onRemoveLastTemplateState') removeLastTemplateStateEmitter: EventEmitter<TemplateGamesystem> = new EventEmitter<TemplateGamesystem>();
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@Output('onUnspecifyTemplate') unspecifyTemplate: EventEmitter<TemplateGamesystem> = new EventEmitter<TemplateGamesystem>();
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onAddFirstTemplateState() {
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onSpecifyTemplate() {
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this.addFirstTemplateStateEmitter.emit(this.gamesystem!)
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if(this.gamesystem!.templateTransitions.length > 0 && this.gamesystem!.templateStates.length > 0) {
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this.specifyTemplate.emit(this.gamesystem!)
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}
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}
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}
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onRemoveLastTemplateState() {
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onUnspecifyTemplate() {
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this.removeLastTemplateStateEmitter.emit(this.gamesystem!)
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if(this.gamesystem!.templateTransitions.length == 0 && this.gamesystem!.templateStates.length == 0) {
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this.unspecifyTemplate.emit(this.gamesystem!)
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}
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}
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}
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}
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}
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@ -11,14 +11,14 @@
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<ng-container matColumnDef="starting-state">
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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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<th mat-header-cell *matHeaderCellDef>Starting State</th>
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<td mat-cell *matCellDef="let transition">
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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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<span>{{transition.startingState.stateLabel}}</span>
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</td>
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</td>
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</ng-container>
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</ng-container>
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<ng-container matColumnDef="ending-state">
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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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<th mat-header-cell *matHeaderCellDef>Ending State</th>
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<td mat-cell *matCellDef="let transition">
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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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<span>{{transition.endingState.stateLabel}}</span>
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</td>
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</td>
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</ng-container>
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</ng-container>
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@ -24,19 +24,13 @@ export class TemplateTransitionEditorComponent {
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@Input() templateGamesystem: TemplateGamesystem | undefined
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@Input() templateGamesystem: TemplateGamesystem | undefined
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@Input() scriptAccounts: ScriptAccount[] = []
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@Input() scriptAccounts: ScriptAccount[] = []
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@Output() onAddFirstTemplateTransition: EventEmitter<SimpleTransition> = new EventEmitter<SimpleTransition>()
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@Output() onRemoveLastTemplateTransition: EventEmitter<SimpleTransition> = new EventEmitter<SimpleTransition>()
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displayedColumns: string[] = ["starting-state", "ending-state", "delete"];
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displayedColumns: string[] = ["starting-state", "ending-state", "delete"];
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dataSource = new MatTableDataSource<SimpleTransition>();
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dataSource = new MatTableDataSource<SimpleTransition>();
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columnsToDisplayWithExpand = [...this.displayedColumns, 'expand'];
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columnsToDisplayWithExpand = [...this.displayedColumns, 'expand'];
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expandedElement: SimpleTransition | null = null;
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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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applyFilter(event: KeyboardEvent) {
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const filterValue = (event.target as HTMLInputElement).value;
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const filterValue = (event.target as HTMLInputElement).value;
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@ -56,9 +50,17 @@ export class TemplateTransitionEditorComponent {
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templateTranstion.startingState.stateLabel !== transition.startingState.stateLabel &&
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templateTranstion.startingState.stateLabel !== transition.startingState.stateLabel &&
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templateTranstion.endingState.stateLabel !== transition.endingState.stateLabel);
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templateTranstion.endingState.stateLabel !== transition.endingState.stateLabel);
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this.dataSource.data = this.templateGamesystem!.templateTransitions
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this.dataSource.data = this.templateGamesystem!.templateTransitions
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if(this.templateGamesystem!.templateTransitions.length == 0) {
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this.onRemoveLastTemplateTransition.emit(transition)
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}
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}
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}
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extractReferencedTransition(transition: SimpleTransition) {
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extractReferencedTransition(transition: SimpleTransition) {
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if(this.templateGamesystem!.templateTransitions.length == 0) {
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this.onAddFirstTemplateTransition.emit(transition)
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}
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this.templateGamesystem!.addReferenceTransition(transition)
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this.templateGamesystem!.addReferenceTransition(transition)
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this.dataSource.data = this.templateGamesystem!.templateTransitions
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this.dataSource.data = this.templateGamesystem!.templateTransitions
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}
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}
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@ -6,15 +6,25 @@
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"templateStates": [
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"templateStates": [
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{
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{
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"initial": false,
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"initial": false,
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"conditions": [
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"conditions": [],
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{
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"stateLabel": "Wütend"
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"scriptAccount": "Temperature",
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"minValue": 0,
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"maxValue": "5"
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}
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}
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],
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],
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"templateTransitions": [
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{
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"scriptAccountActions": [],
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"scriptAccountConditions": [],
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"startingState": {
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"initial": true,
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"conditions": [],
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"stateLabel": "Glücklich"
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},
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"endingState": {
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"initial": false,
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"conditions": [],
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"stateLabel": "Wütend"
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"stateLabel": "Wütend"
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}
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}
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}
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],
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],
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"referenceGamesystem": "Characterstimmung"
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"referenceGamesystem": "Characterstimmung"
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}
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}
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