190 lines
5.4 KiB
C#
190 lines
5.4 KiB
C#
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using System.Collections.Generic;
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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 allows you to force selection of a selectable, or select a previously selected object.</summary>
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[HelpURL(LeanGui.HelpUrlPrefix + "LeanSelectionManager")]
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[AddComponentMenu(LeanGui.ComponentMenuPrefix + "Selection Manager")]
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public class LeanSelectionManager : MonoBehaviour
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{
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/// <summary>If the scene contains at least one selectable, and there is currently no selected object, should it be selected?
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/// NOTE: If there are multiple selectables in the scene, then one will be chosen based on the <b>LeanSelectionPriority</b> component setting.</summary>
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public bool ForceSelection { set { forceSelection = value; } get { return forceSelection; } } [SerializeField] private bool forceSelection;
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/// <summary>This stores a list of all selectables in the order they were selected. This allows selection to revert to a previous one if the current selectable becomes unselectable.</summary>
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public List<Selectable> SelectionHistory { get { if (selectionHistory == null) selectionHistory = new List<Selectable>(); return selectionHistory; } } [SerializeField] private List<Selectable> selectionHistory;
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private static List<Selectable> tempSelectables = new List<Selectable>();
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#if UNITY_2019_1_OR_NEWER
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private static Selectable[] tempSelectablesArray = new Selectable[1024];
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#endif
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private bool CanSelect(Selectable selectable)
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{
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return selectable != null && selectable.IsInteractable() == true && selectable.isActiveAndEnabled == true && selectable.navigation.mode != Navigation.Mode.None;
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}
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[ContextMenu("Select First Selectable")]
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public void SelectFirstSelectable()
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{
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tempSelectables.Clear();
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#if UNITY_2019_1_OR_NEWER
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#if UNITY_2019_1_0 || UNITY_2019_1_1 || UNITY_2019_1_2 || UNITY_2019_1_3 || UNITY_2019_1_4
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var count = Selectable.AllSelectablesNoAlloc(ref tempSelectablesArray);
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#else
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var count = Selectable.AllSelectablesNoAlloc(tempSelectablesArray);
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#endif
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for (var i = 0; i < count; i++)
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{
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tempSelectables.Add(tempSelectablesArray[i]);
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}
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#else
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tempSelectables.AddRange(Selectable.allSelectables);
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#endif
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// Select from history?
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for (var i = SelectionHistory.Count - 1; i >= 0; i--) // NOTE: Property
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{
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var oldSelection = selectionHistory[i];
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if (oldSelection != null)
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{
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if (CanSelect(oldSelection) == true && tempSelectables.Contains(oldSelection) == true)
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{
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selectionHistory.RemoveRange(i, selectionHistory.Count - i);
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oldSelection.Select();
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return;
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}
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}
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else
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{
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selectionHistory.RemoveAt(i);
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}
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}
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var bestSelectable = default(Selectable);
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var bestPriority = -1.0f;
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// Select from selectables?
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for (var i = 0; i < tempSelectables.Count; i++)
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{
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var selectable = tempSelectables[i];
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if (CanSelect(selectable) == true)
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{
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var selectionPriority = selectable.GetComponent<LeanSelectionPriority>();
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var priority = 0.0f;
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if (selectionPriority != null)
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{
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priority = selectionPriority.Priority;
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}
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if (priority > bestPriority)
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{
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bestSelectable = selectable;
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bestPriority = priority;
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}
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}
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}
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if (bestSelectable != null)
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{
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bestSelectable.Select();
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}
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}
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protected virtual void LateUpdate()
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{
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var eventSystem = EventSystem.current;
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if (eventSystem != null)
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{
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var selected = eventSystem.currentSelectedGameObject;
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// Deselect if the selection is not selectable?
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if (selected != null)
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{
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var selectable = selected.GetComponent<Selectable>();
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if (selectable != null)
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{
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for (var i = SelectionHistory.Count - 1; i >= 0; i--) // NOTE: Property
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{
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var oldSelection = selectionHistory[i];
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if (oldSelection == null || oldSelection == selectable)
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{
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selectionHistory.RemoveAt(i);
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}
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}
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selectionHistory.Add(selectable);
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}
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if (CanSelect(selectable) == false)
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{
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selected = null;
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eventSystem.SetSelectedGameObject(null);
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}
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}
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if (LeanGui.IsDragging == true)
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{
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selected = null;
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eventSystem.SetSelectedGameObject(null);
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}
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else
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{
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// Auto select?
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if (selected == null && ForceSelection == true)
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{
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SelectFirstSelectable();
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selected = eventSystem.currentSelectedGameObject;
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}
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}
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}
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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 = LeanSelectionManager;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanSelectionManager_Editor : LeanEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("forceSelection", "If the scene contains at least one selectable, and there is currently no selected object, should it be selected?\n\nNOTE: If there are multiple selectables in the scene, then one will be chosen based on the LeanSelectionPriority component setting.");
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Separator();
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BeginDisabled(true);
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UnityEditor.EditorGUILayout.ObjectField("Current Selectable", EventSystem.current != null ? EventSystem.current.currentSelectedGameObject : null, typeof(GameObject), false);
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Separator();
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Draw("selectionHistory", "Enable this if you want ExitTransitions + OnExit to be invoked once for each mouse/finger that exits this element.");
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EndDisabled();
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}
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}
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}
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#endif
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