SamsonGame/Assets/Sources/unity-ui-extensions-master/Scripts/Controls/SegmentedControl.cs

240 lines
8.1 KiB
C#

/// Credit David Gileadi
/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/12
using System;
using System.Collections;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
// Segmented control, like a group of buttons
[AddComponentMenu("UI/Extensions/Segmented Control/Segmented Control")]
[RequireComponent(typeof(RectTransform))]
public class SegmentedControl : UIBehaviour
{
private Selectable[] m_segments;
[SerializeField]
[Tooltip("A GameObject with an Image to use as a separator between segments. Size of the RectTransform will determine the size of the separator used.\nNote, make sure to disable the separator GO so that it does not affect the scene")]
private Graphic m_separator;
private float m_separatorWidth = 0;
[SerializeField]
[Tooltip("When True, it allows each button to be toggled on/off")]
private bool m_allowSwitchingOff = false;
[SerializeField]
[Tooltip("The selected default for the control (zero indexed array)")]
private int m_selectedSegmentIndex = -1;
// Event delegates triggered on click.
[SerializeField]
[Tooltip("Event to fire once the selection has been changed")]
private SegmentSelectedEvent m_onValueChanged = new SegmentSelectedEvent();
internal Selectable selectedSegment;
protected float SeparatorWidth
{
get
{
if (m_separatorWidth == 0 && separator)
{
m_separatorWidth = separator.rectTransform.rect.width;
var image = separator.GetComponent<Image>();
if (image)
m_separatorWidth /= image.pixelsPerUnit;
}
return m_separatorWidth;
}
}
[Serializable]
public class SegmentSelectedEvent : UnityEvent<int> { }
public Selectable[] segments
{
get
{
if (m_segments == null || m_segments.Length == 0)
{
m_segments = GetChildSegments();
}
return m_segments;
}
}
public Graphic separator { get { return m_separator; } set { m_separator = value; m_separatorWidth = 0; LayoutSegments(); } }
public bool allowSwitchingOff { get { return m_allowSwitchingOff; } set { m_allowSwitchingOff = value; } }
public int selectedSegmentIndex
{
get { return Array.IndexOf(segments, selectedSegment); }
set
{
value = Math.Max(value, -1);
value = Math.Min(value, segments.Length - 1);
m_selectedSegmentIndex = value;
if (selectedSegment)
{
var segment = selectedSegment.GetComponent<Segment>();
if (segment)
{
segment.selected = false;
}
selectedSegment = null;
}
if (value != -1)
{
selectedSegment = segments[value];
var segment = selectedSegment.GetComponent<Segment>();
if (segment)
{
segment.selected = true;
}
}
}
}
public SegmentSelectedEvent onValueChanged
{
get { return m_onValueChanged; }
set { m_onValueChanged = value; }
}
protected SegmentedControl()
{ }
protected override void Start()
{
base.Start();
if (isActiveAndEnabled)
StartCoroutine(DelayedInit());
}
protected override void OnEnable()
{
StartCoroutine(DelayedInit());
}
IEnumerator DelayedInit()
{
yield return null;
LayoutSegments();
if (m_selectedSegmentIndex != -1)
selectedSegmentIndex = m_selectedSegmentIndex;
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (isActiveAndEnabled)
StartCoroutine(DelayedInit());
if (m_selectedSegmentIndex > transform.childCount)
{
selectedSegmentIndex = transform.childCount - 1;
}
}
#endif
private Selectable[] GetChildSegments()
{
var buttons = GetComponentsInChildren<Selectable>();
if (buttons.Length < 2)
{
throw new InvalidOperationException("A segmented control must have at least two Button children");
}
for (int i = 0; i < buttons.Length; i++)
{
var segment = buttons[i].GetComponent<Segment>();
if (segment != null)
{
segment.index = i;
segment.segmentedControl = this;
}
}
return buttons;
}
private void RecreateSprites()
{
for (int i = 0; i < segments.Length; i++)
{
if (segments[i].image == null)
continue;
var sprite = CutSprite(segments[i].image.sprite, i == 0, i == segments.Length - 1);
var segment = segments[i].GetComponent<Segment>();
if (segment)
{
segment.cutSprite = sprite;
}
segments[i].image.overrideSprite = sprite;
}
}
static internal Sprite CutSprite(Sprite sprite, bool leftmost, bool rightmost)
{
if (sprite.border.x == 0 || sprite.border.z == 0)
return sprite;
var rect = sprite.rect;
var border = sprite.border;
if (!leftmost)
{
rect.xMin = border.x;
border.x = 0;
}
if (!rightmost)
{
rect.xMax = border.z;
border.z = 0;
}
return Sprite.Create(sprite.texture, rect, sprite.pivot, sprite.pixelsPerUnit, 0, SpriteMeshType.FullRect, border);
}
public void LayoutSegments()
{
RecreateSprites();
RectTransform transform = this.transform as RectTransform;
float width = (transform.rect.width / segments.Length) - (SeparatorWidth * (segments.Length - 1));
for (int i = 0; i < segments.Length; i++)
{
float insetX = ((width + SeparatorWidth) * i);
var rectTransform = segments[i].GetComponent<RectTransform>();
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchorMax = Vector2.zero;
rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, insetX, width);
rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 0, transform.rect.height);
if (separator && i > 0)
{
var sepTransform = gameObject.transform.Find("Separator " + i);
Graphic sep = (sepTransform != null) ? sepTransform.GetComponent<Graphic>() : (GameObject.Instantiate(separator.gameObject) as GameObject).GetComponent<Graphic>();
sep.gameObject.name = "Separator " + i;
sep.gameObject.SetActive(true);
sep.rectTransform.SetParent(this.transform, false);
sep.rectTransform.anchorMin = Vector2.zero;
sep.rectTransform.anchorMax = Vector2.zero;
sep.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, insetX - SeparatorWidth, SeparatorWidth);
sep.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 0, transform.rect.height);
}
// TODO: maybe adjust text position
}
}
}
}