110 lines
2.7 KiB
C#
110 lines
2.7 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System;
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using MoreMountains.Tools;
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using UnityEngine.UI;
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using System.Collections.Generic;
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using UnityEngine.Events;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A component to handle switches
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/// </summary>
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public class MMDebugMenuSwitch : MMTouchButton
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{
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[Header("Switch")]
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/// a SpriteReplace to represent the switch knob
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public MMDebugMenuSpriteReplace SwitchKnob;
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/// the possible states of the switch
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[MMReadOnly]
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public bool SwitchState;
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/// the state the switch should start in
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public bool InitialState = false;
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[Header("Binding")]
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/// the methods to call when the switch is turned on
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public UnityEvent OnSwitchOn;
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/// the methods to call when the switch is turned off
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public UnityEvent OnSwitchOff;
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/// the methods to call when the switch is turned off
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public UnityEvent<bool> OnSwitchToggle;
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/// <summary>
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/// On init, we set our current switch state
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/// </summary>
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protected override void Initialization()
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{
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base.Initialization ();
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SwitchState = InitialState;
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InitializeState ();
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SwitchKnob.Initialization();
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if (InitialState)
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{
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SwitchKnob.SwitchToOnSprite();
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}
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else
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{
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SwitchKnob.SwitchToOffSprite();
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}
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}
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public virtual void InitializeState()
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{
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/*if (CurrentSwitchState == SwitchStates.Left)
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{
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_animator?.Play ("RollLeft");
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}
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else
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{
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_animator?.Play ("RollRight");
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}*/
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}
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public virtual void SetTrue()
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{
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SwitchState = true;
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if (_animator != null)
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{
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_animator.SetTrigger("Right");
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}
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SwitchKnob.SwitchToOnSprite();
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if (OnSwitchOn != null)
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{
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OnSwitchOn.Invoke();
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}
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}
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public virtual void SetFalse()
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{
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SwitchState = false;
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if (_animator != null)
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{
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_animator.SetTrigger("Left");
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}
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SwitchKnob.SwitchToOffSprite();
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if (OnSwitchOff != null)
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{
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OnSwitchOff.Invoke();
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}
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}
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/// <summary>
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/// Use this method to go from one state to the other
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/// </summary>
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public virtual void ToggleState()
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{
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if (SwitchState == false)
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{
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SetTrue();
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}
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else
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{
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SetFalse();
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}
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OnSwitchToggle?.Invoke(SwitchState);
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}
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}
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}
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