51 lines
1.4 KiB
C#
51 lines
1.4 KiB
C#
using UnityEngine;
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using UnityEngine.Events;
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namespace Lean.Common
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{
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/// <summary>This component allows you to detect when any selectable object in the scene has been deselected.</summary>
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[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanDeselected")]
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[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Deselected")]
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public class LeanDeselected : MonoBehaviour
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{
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[System.Serializable] public class LeanSelectableEvent : UnityEvent<LeanSelectable> {}
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public LeanSelectableEvent OnSelectable { get { if (onSelectable == null) onSelectable = new LeanSelectableEvent(); return onSelectable; } } [SerializeField] private LeanSelectableEvent onSelectable;
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protected virtual void OnEnable()
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{
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LeanSelect.OnAnyDeselected += HandleAnyDeselected;
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}
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protected virtual void OnDisable()
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{
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LeanSelect.OnAnyDeselected -= HandleAnyDeselected;
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}
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private void HandleAnyDeselected(LeanSelect select, LeanSelectable selectable)
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{
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if (onSelectable != null)
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{
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onSelectable.Invoke(selectable);
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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.Common.Editor
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{
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using TARGET = LeanDeselected;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET), true)]
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public class LeanDeselected_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("onSelectable");
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}
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}
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}
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#endif |