190 lines
5.4 KiB
C#
190 lines
5.4 KiB
C#
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 |