SamsonGame/Assets/Sources/Lean/GUI/Scripts/LeanSelectable.cs

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2021-12-29 20:50:11 +03:00
using UnityEngine;
using UnityEngine.Events;
using Lean.Transition;
using Lean.Common;
using Selectable = UnityEngine.UI.Selectable;
namespace Lean.Gui
{
/// <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>
public abstract class LeanSelectable : Selectable
{
public new bool interactable
{
set
{
base.interactable = value;
UpdateInteractable();
}
get
{
return base.interactable;
}
}
/// <summary>This allows you to perform a transition when this element becomes interactable.
/// You can create a new transition GameObject by right clicking the transition name, and selecting <b>Create</b>.
/// For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color.
/// NOTE: Any transitions you perform here must be reverted in the <b>Landscape Transitions</b> setting using a matching transition component.</summary>
public LeanPlayer InteractableTransitions { get { if (interactableTransitions == null) interactableTransitions = new LeanPlayer(); return interactableTransitions; } } [SerializeField] private LeanPlayer interactableTransitions;
/// <summary>This allows you to perform a transition when this element becomes non-interactable.
/// You can create a new transition GameObject by right clicking the transition name, and selecting <b>Create</b>.
/// For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color.
/// NOTE: Any transitions you perform here must be reverted in the <b>Landscape Transitions</b> setting using a matching transition component.</summary>
public LeanPlayer NonInteractableTransitions { get { if (nonInteractableTransitions == null) nonInteractableTransitions = new LeanPlayer(); return nonInteractableTransitions; } } [SerializeField] private LeanPlayer nonInteractableTransitions;
public UnityEvent OnInteractable { get { if (onInteractable == null) onInteractable = new UnityEvent(); return onInteractable; } } [SerializeField] private UnityEvent onInteractable;
public UnityEvent OnNonInteractable { get { if (onNonInteractable == null) onNonInteractable = new UnityEvent(); return onNonInteractable; } } [SerializeField] private UnityEvent onNonInteractable;
[SerializeField]
private bool expectedInteractable = true;
protected override void OnCanvasGroupChanged()
{
base.OnCanvasGroupChanged();
UpdateInteractable();
}
#if UNITY_EDITOR
protected override void Reset()
{
base.Reset();
transition = Selectable.Transition.None;
}
#endif
private void UpdateInteractable()
{
var currentInteractable = IsInteractable();
if (currentInteractable != expectedInteractable)
{
expectedInteractable = currentInteractable;
if (expectedInteractable == true)
{
if (interactableTransitions != null)
{
interactableTransitions.Begin();
}
if (onInteractable != null)
{
onInteractable.Invoke();
}
}
else
{
if (nonInteractableTransitions != null)
{
nonInteractableTransitions.Begin();
}
if (onNonInteractable != null)
{
onNonInteractable.Invoke();
}
}
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Gui.Editor
{
using TARGET = LeanSelectable;
public class LeanSelectable_Editor : LeanEditor
{
protected override void OnInspector()
{
DrawSelectableSettings();
Separator();
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
Separator();
DrawSelectableTransitions(showUnusedEvents);
Separator();
DrawSelectableEvents(showUnusedEvents);
}
protected virtual void DrawSelectableSettings()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
if (Draw("m_Interactable") == true)
{
Each(tgts, t => t.interactable = serializedObject.FindProperty("expectedInteractable").boolValue = serializedObject.FindProperty("m_Interactable").boolValue, true);
}
Draw("m_Transition");
if (Any(tgts, t => t.transition == Selectable.Transition.ColorTint))
{
BeginIndent();
Draw("m_TargetGraphic");
Draw("m_Colors");
EndIndent();
}
if (Any(tgts, t => t.transition == Selectable.Transition.SpriteSwap))
{
BeginIndent();
Draw("m_TargetGraphic");
Draw("m_SpriteState");
EndIndent();
}
if (Any(tgts, t => t.transition == Selectable.Transition.Animation))
{
BeginIndent();
Draw("m_AnimationTriggers");
EndIndent();
}
Draw("m_Navigation");
}
protected virtual void DrawSelectableTransitions(bool showUnusedEvents)
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
if (showUnusedEvents == true || Any(tgts, t => t.InteractableTransitions.IsUsed == true))
{
Draw("interactableTransitions");
}
if (showUnusedEvents == true || Any(tgts, t => t.NonInteractableTransitions.IsUsed == true))
{
Draw("nonInteractableTransitions");
}
}
protected virtual void DrawSelectableEvents(bool showUnusedEvents)
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
if (showUnusedEvents == true || Any(tgts, t => t.OnInteractable.GetPersistentEventCount() > 0))
{
Draw("onInteractable");
}
if (showUnusedEvents == true || Any(tgts, t => t.OnNonInteractable.GetPersistentEventCount() > 0))
{
Draw("onNonInteractable");
}
}
}
}
#endif