SanAndreasUnity/Assets/Scripts/UI/ChatDisplay.cs

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using System.Collections.Generic;
using UnityEngine;
using SanAndreasUnity.Utilities;
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using UnityEngine.UI;
using System.Linq;
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namespace SanAndreasUnity.UI
{
public class ChatDisplay : MonoBehaviour
{
Queue<Chat.ChatMessage> m_chatMessages = new Queue<Chat.ChatMessage>();
public int maxNumChatMessages = 5;
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public float timeToRemoveMessage = 3f;
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void Start()
{
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if (!F.IsInHeadlessMode)
Chat.ChatManager.onChatMessage += OnChatMsg;
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}
void OnChatMsg(Chat.ChatMessage chatMsg)
{
if (m_chatMessages.Count >= this.maxNumChatMessages)
m_chatMessages.Dequeue();
m_chatMessages.Enqueue(chatMsg);
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if (!this.IsInvoking(nameof(RemoveMessage)))
this.Invoke(nameof(RemoveMessage), this.timeToRemoveMessage);
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this.UpdateUI();
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}
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void RemoveMessage()
{
if (m_chatMessages.Count > 0)
m_chatMessages.Dequeue();
// invoke again if there are more messages
if (m_chatMessages.Count > 0)
this.Invoke(nameof(RemoveMessage), this.timeToRemoveMessage);
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this.UpdateUI();
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}
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void UpdateUI()
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{
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Text[] texts = this.gameObject.GetFirstLevelChildrenComponents<Text>().ToArray();
Chat.ChatMessage[] chatMessages = m_chatMessages.ToArray();
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for (int i = 0; i < texts.Length; i++)
{
if (i < chatMessages.Length)
texts[i].text = GetDisplayTextForChatMessage(chatMessages[i]);
else
texts[i].text = "";
}
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}
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string GetDisplayTextForChatMessage(Chat.ChatMessage chatMessage)
{
return "<color=blue>" + chatMessage.sender + "</color> : " + chatMessage.msg;
}
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}
}