300 lines
9.4 KiB
C#
300 lines
9.4 KiB
C#
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using System.Collections.Generic;
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using Lean.Transition;
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using Lean.Common;
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namespace Lean.Gui
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{
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/// <summary>This component provides an alternative to Unity's UI button, allowing you to easily add custom transitions, as well as add an OnDown event.</summary>
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[HelpURL(LeanGui.HelpUrlPrefix + "LeanButton")]
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[AddComponentMenu(LeanGui.ComponentMenuPrefix + "Button")]
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public class LeanButton : LeanSelectable, IPointerDownHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, ISubmitHandler
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{
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[System.Flags]
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public enum ButtonTypes
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{
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LeftMouse = 1 << 0,
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RightMouse = 1 << 1,
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MiddleMouse = 1 << 2,
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Touch = 1 << 5
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}
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/// <summary>Which buttons should this component react to?</summary>
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public ButtonTypes RequiredButtons { set { requiredButtons = value; } get { return requiredButtons; } } [SerializeField] private ButtonTypes requiredButtons = (ButtonTypes)~0;
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/// <summary>If you enable this then OnDown + DownTransition be invoked once for each finger that begins touching the button.
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/// If you disable this then OnDown + DownTransition will only be invoked for the first finger that begins touching the button.</summary>
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public bool MultiDown { set { multiDown = value; } get { return multiDown; } } [SerializeField] private bool multiDown;
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/// <summary>If your finger presses down on the button and drags more than this many pixels, then selection will be canceled.
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/// -1 = Unlimited drag distance.
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/// 0 = Until the finger exits the button graphic.</summary>
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public float DragThreshold { set { dragThreshold = value; } get { return dragThreshold; } } [SerializeField] private float dragThreshold = 10.0f;
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/// <summary>This allows you to perform a transition when there are no longer any fingers touching the button.
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/// You can create a new transition GameObject by right clicking the transition name, and selecting <b>Create</b>.
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/// For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color back to normal.</summary>
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public LeanPlayer NormalTransitions { get { if (normalTransitions == null) normalTransitions = new LeanPlayer(); return normalTransitions; } } [SerializeField] private LeanPlayer normalTransitions;
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/// <summary>This allows you to perform a transition when a finger begins touching the button.
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/// You can create a new transition GameObject by right clicking the transition name, and selecting <b>Create</b>.
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/// For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color.
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/// NOTE: Any transitions you perform here must be reverted in the <b>Normal Transitions</b> setting using a matching transition component.</summary>
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public LeanPlayer DownTransitions { get { if (downTransitions == null) downTransitions = new LeanPlayer(); return downTransitions; } } [SerializeField] private LeanPlayer downTransitions;
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/// <summary>This allows you to perform a transition when you click or tap on this button.
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/// You can create a new transition GameObject by right clicking the transition name, and selecting <b>Create</b>.
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/// For example, the <b>Play Sound Transition (LeanPlaySound)</b> component can be used to play a click sound.</summary>
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public LeanPlayer ClickTransitions { get { if (clickTransitions == null) clickTransitions = new LeanPlayer(); return clickTransitions; } } [SerializeField] private LeanPlayer clickTransitions;
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/// <summary>This allows you to perform an action when a finger begins touching the button.</summary>
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public UnityEvent OnDown { get { if (onDown == null) onDown = new UnityEvent(); return onDown; } } [SerializeField] private UnityEvent onDown;
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/// <summary>This allows you to perform an action when you click or tap on this button.</summary>
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public UnityEvent OnClick { get { if (onClick == null) onClick = new UnityEvent(); return onClick; } } [SerializeField] private UnityEvent onClick;
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[System.NonSerialized] private Vector2 totalDelta;
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/// <summary>Track the currently down pointers so we can toggle the transition.</summary>
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private List<int> downPointers = new List<int>();
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[System.NonSerialized]
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private ScrollRect parentScrollRect;
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[System.NonSerialized]
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private LeanDrag parentDrag;
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public override void OnPointerDown(PointerEventData eventData)
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{
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base.OnPointerDown(eventData);
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if (IsInteractable() == true)
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{
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if (RequiredButtonPressed(eventData) == false)
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{
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return;
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}
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totalDelta = Vector2.zero;
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downPointers.Add(eventData.pointerId);
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if (multiDown == true || downPointers.Count == 1)
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{
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if (downTransitions != null)
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{
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downTransitions.Begin();
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}
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if (onDown != null)
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{
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onDown.Invoke();
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}
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}
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}
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}
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public override void OnPointerUp(PointerEventData eventData)
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{
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base.OnPointerUp(eventData);
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if (downPointers.Remove(eventData.pointerId) == true)
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{
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TryNormal();
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DoClick();
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}
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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parentScrollRect = GetComponentInParent<ScrollRect>();
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parentDrag = GetComponentInParent<LeanDrag>();
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if (parentScrollRect != null)
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{
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parentScrollRect.OnBeginDrag(eventData);
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}
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if (parentDrag != null)
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{
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parentDrag.OnBeginDrag(eventData);
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}
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}
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public void OnDrag(PointerEventData eventData)
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{
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if (downPointers.Contains(eventData.pointerId) == true)
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{
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totalDelta += eventData.delta;
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if (dragThreshold > 0.0f && totalDelta.magnitude > dragThreshold)
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{
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downPointers.Remove(eventData.pointerId);
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TryNormal();
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}
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}
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if (parentScrollRect != null)
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{
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parentScrollRect.OnDrag(eventData);
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}
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if (parentDrag != null)
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{
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parentDrag.OnDrag(eventData);
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}
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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if (parentScrollRect != null)
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{
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parentScrollRect.OnEndDrag(eventData);
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}
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if (parentDrag != null)
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{
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parentDrag.OnEndDrag(eventData);
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}
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}
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public void OnSubmit(BaseEventData eventData)
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{
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if (enabled == true)
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{
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DoClick();
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}
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}
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public override void OnPointerExit(PointerEventData eventData)
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{
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base.OnPointerExit(eventData);
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if (dragThreshold == 0.0f)
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{
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downPointers.Remove(eventData.pointerId);
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TryNormal();
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}
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}
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private void TryNormal()
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{
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if (downPointers.Count == 0)
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{
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if (normalTransitions != null)
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{
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normalTransitions.Begin();
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}
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}
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}
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private void DoClick()
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{
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if (clickTransitions != null)
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{
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clickTransitions.Begin();
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}
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if (onClick != null)
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{
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onClick.Invoke();
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}
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}
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private bool RequiredButtonPressed(PointerEventData eventData)
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{
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if (LeanInput.GetMouseExists() == true)
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{
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if ((requiredButtons & ButtonTypes.LeftMouse) != 0 && eventData.button == PointerEventData.InputButton.Left)
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{
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return true;
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}
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if ((requiredButtons & ButtonTypes.RightMouse) != 0 && eventData.button == PointerEventData.InputButton.Right)
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{
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return true;
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}
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if ((requiredButtons & ButtonTypes.MiddleMouse) != 0 && eventData.button == PointerEventData.InputButton.Middle)
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{
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return true;
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}
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}
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if (LeanInput.GetTouchCount() > 0)
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{
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if ((requiredButtons & ButtonTypes.Touch) != 0 && eventData.button == PointerEventData.InputButton.Left)
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{
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return true;
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}
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}
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return false;
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}
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}
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}
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#if UNITY_EDITOR
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namespace Lean.Gui.Editor
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{
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using TARGET = LeanButton;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanButton_Editor : LeanSelectable_Editor
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{
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protected override void DrawSelectableSettings()
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{
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base.DrawSelectableSettings();
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Draw("dragThreshold", "If your finger presses down on the button and drags more than this many pixels, then selection will be canceled.\n\n-1 = Unlimited drag distance.\n\n0 = Until the finger exits the button graphic.");
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Draw("requiredButtons", "Which buttons should this component react to?");
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Draw("multiDown", "If you press multiple fingers on this button at the same time, should OnDown and DownTransition be invoked multiple times?");
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}
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protected override void DrawSelectableTransitions(bool showUnusedEvents)
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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if (showUnusedEvents == true || Any(tgts, t => t.NormalTransitions.IsUsed == true))
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{
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Draw("normalTransitions");
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}
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if (showUnusedEvents == true || Any(tgts, t => t.DownTransitions.IsUsed == true))
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{
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Draw("downTransitions");
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}
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if (showUnusedEvents == true || Any(tgts, t => t.ClickTransitions.IsUsed == true))
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{
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Draw("clickTransitions");
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}
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base.DrawSelectableTransitions(showUnusedEvents);
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}
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protected override void DrawSelectableEvents(bool showUnusedEvents)
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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if (showUnusedEvents == true || Any(tgts, t => t.OnDown.GetPersistentEventCount() > 0))
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{
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Draw("onDown");
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}
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if (showUnusedEvents == true || Any(tgts, t => t.OnClick.GetPersistentEventCount() > 0))
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{
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Draw("onClick");
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}
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base.DrawSelectableEvents(showUnusedEvents);
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}
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}
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}
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#endif
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