117 lines
2.7 KiB
C#
117 lines
2.7 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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namespace Lean.Common
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{
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/// <summary>This component will swap the target GameObject with one of the specified prefabs when swiping.</summary>
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[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanSwap")]
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[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Swap")]
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public class LeanSwap : MonoBehaviour
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{
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/// <summary>The current index within the Prefabs list.</summary>
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public int Index { set { index = value; } get { return index; } } [FSA("Delay")] [SerializeField] private int index;
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/// <summary>The alternative prefabs that can be swapped to.</summary>
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public List<Transform> Prefabs { get { if (prefabs == null) prefabs = new List<Transform>(); return prefabs; } } [FSA("Prefabs")] [SerializeField] private List<Transform> prefabs;
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[SerializeField]
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private Transform clone;
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[SerializeField]
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private Transform clonePrefab;
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/// <summary>This method forces the swap to update if it's been modified.</summary>
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[ContextMenu("Update Swap")]
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public void UpdateSwap()
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{
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var prefab = GetPrefab();
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if (clone != null)
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{
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if (clonePrefab == prefab)
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{
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return;
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}
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LeanHelper.Destroy(clone.gameObject);
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clone = null;
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clonePrefab = null;
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}
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if (prefabs != null && prefabs.Count > 0)
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{
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clone = Instantiate(prefab);
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clone.transform.SetParent(transform, false);
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clonePrefab = prefab;
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}
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}
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/// <summary>This method allows you to swap to the specified index.</summary>
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public void SwapTo(int newIndex)
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{
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index = newIndex;
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UpdateSwap();
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}
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/// <summary>This method allows you to swap to the previous index.</summary>
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[ContextMenu("Swap To Previous")]
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public void SwapToPrevious()
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{
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index -= 1;
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UpdateSwap();
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}
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/// <summary>This method allows you to swap to the next index.</summary>
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[ContextMenu("Swap To Next")]
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public void SwapToNext()
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{
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index += 1;
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UpdateSwap();
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}
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private Transform GetPrefab()
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{
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if (prefabs != null && prefabs.Count > 0)
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{
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// Wrap index to stay within Prefabs.length
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index %= prefabs.Count;
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if (index < 0)
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{
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index += prefabs.Count;
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}
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return prefabs[index];
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}
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return null;
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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 = LeanSwap;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanSwap_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("index", "The current index within the Prefabs list.");
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Draw("prefabs", "The alternative prefabs that can be swapped to.");
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}
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}
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}
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#endif |