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PlayerChatInputField.cs
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PlayerChatInputField.cs
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using System.Collections;
using System.Collections.Generic;
using NitroxClient.GameLogic.ChatUI;
using NitroxModel.Core;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace NitroxClient.MonoBehaviours.Gui.Chat
{
public class PlayerChatInputField : MonoBehaviour, ISelectHandler, IDeselectHandler
{
private PlayerChatManager playerChatManager;
private bool selected;
private static float timeLeftUntilAutoClose;
public static bool FreezeTime;
public InputField InputField;
// Chat history
private const int historyLength = 32; // 2^5 messages availables :D
private List<string> sentMessages;
private int _sentMessagesIndex;
private int sentMessagesIndex
{
get { return _sentMessagesIndex; }
set
{
if (sentMessages.Count == 0)
{
// -1 is the state when there's no message sent
_sentMessagesIndex = -1;
}
else if (value < 1)
{
sentMessagesIndex = 1;
}
else if (value > sentMessages.Count)
{
_sentMessagesIndex = sentMessages.Count;
}
else
{
// normal functionning
InputField.text = sentMessages[value - 1];
_sentMessagesIndex = value;
}
}
}
private void Awake()
{
playerChatManager = NitroxServiceLocator.LocateService<PlayerChatManager>();
sentMessages = new();
sentMessagesIndex = -1;
}
public void OnSelect(BaseEventData eventData)
{
playerChatManager.SelectChat();
selected = true;
ResetTimer();
}
public void OnDeselect(BaseEventData eventData)
{
selected = false;
}
public static void ResetTimer()
{
timeLeftUntilAutoClose = PlayerChat.CHAT_VISIBILITY_TIME_LENGTH;
FreezeTime = false;
}
private void Update()
{
if (FreezeTime)
{
return;
}
if (selected)
{
if (!string.IsNullOrEmpty(InputField.text))
{
ResetTimer();
if (UnityEngine.Input.GetKey(KeyCode.Return))
{
if (UnityEngine.Input.GetKey(KeyCode.LeftShift))
{
if (!InputField.text.EndsWith("\n"))
{
InputField.ActivateInputField();
InputField.text += "\n";
StartCoroutine(MoveToEndOfText());
}
}
else
{
// Detect if there's a ghost message on top of the list (one that wasn't sent but still saved)
if (sentMessagesIndex != sentMessages.Count && sentMessages.Count > 0)
{
sentMessages.RemoveAt(sentMessages.Count - 1);
}
// If the list is too long, we'll just remove the first message of the list
if (sentMessages.Count > historyLength)
{
sentMessages.RemoveAt(0);
}
sentMessages.Add(InputField.text);
_sentMessagesIndex = sentMessages.Count;
playerChatManager.SendMessage();
}
}
}
// Chat history stuff
// GetKeyDown means it's only getting executed once per press
if (UnityEngine.Input.GetKeyDown(KeyCode.UpArrow))
{
// If we're currently on the newest message, we want to save it to be able to come back to it (a ghost message)
if (sentMessagesIndex == sentMessages.Count && sentMessages.Count > 0)
{
sentMessages.Add(InputField.text);
_sentMessagesIndex = sentMessages.Count;
}
sentMessagesIndex--;
}
else if(UnityEngine.Input.GetKeyDown(KeyCode.DownArrow))
{
// We shouldn't execute this check if we're already on top of the list
if (sentMessagesIndex < sentMessages.Count)
{
sentMessagesIndex++;
// If we're back to the newest message, we can delete it from the list because it has not been sent yet
if (sentMessagesIndex == sentMessages.Count && sentMessages.Count > 0)
{
sentMessages.RemoveAt(sentMessages.Count - 1);
_sentMessagesIndex = sentMessages.Count;
}
}
}
}
else
{
timeLeftUntilAutoClose -= Time.unscaledDeltaTime;
if (timeLeftUntilAutoClose <= 0)
{
playerChatManager.HideChat();
FreezeTime = true;
}
}
}
private IEnumerator MoveToEndOfText()
{
yield return null;
InputField.MoveTextEnd(false);
}
}
}