using CustomUI.BeatSaber;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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namespace BSIPA_ModList.UI
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{
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internal class ButtonUI : MonoBehaviour
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{
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private const string ControllerPanel = "MainMenuViewController/SmallButtons";
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private const string CopyButton = "BeatmapEditorButton";
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internal static ButtonUI Instance;
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public void Awake()
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{
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DontDestroyOnLoad(gameObject);
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SceneManager.activeSceneChanged += this.SceneManager_activeSceneChanged;
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}
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private void SceneManager_activeSceneChanged(Scene from, Scene to)
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{
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if (to.name == "EmptyTransition")
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{
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if (Instance != null)
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{
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Instance.StopAllCoroutines();
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Destroy(Instance.gameObject);
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menuFlow = null;
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}
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Instance = null;
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}
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}
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public void Init()
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{
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Instance = this;
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Logger.log.Debug("UI Awake");
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StartCoroutine(AddModListButton());
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}
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private static ModListFlowCoordinator menuFlow;
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private static readonly WaitUntil _bottomPanelExists = new WaitUntil(() => GameObject.Find(ControllerPanel) != null);
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private static RectTransform panel;
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private static HoverHint hintText;
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private static Button button;
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private static IEnumerator AddModListButton()
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{
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yield return _bottomPanelExists;
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Logger.log.Debug("Adding button to main menu");
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lock (Instance)
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{
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if (menuFlow == null)
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menuFlow = new GameObject("BSIPA Mod List Flow Controller").AddComponent<ModListFlowCoordinator>();
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if (panel == null)
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panel = GameObject.Find(ControllerPanel).transform as RectTransform;
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if (button == null)
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{
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button = BeatSaberUI.CreateUIButton(panel, CopyButton, () =>
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{
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menuFlow.Present();
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}, "Mod List");
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panel.Find(CopyButton).SetAsLastSibling();
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hintText = BeatSaberUI.AddHintText(button.transform as RectTransform, "View and control updates for installed mods");
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}
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yield break;
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}
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}
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}
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}
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