396 lines
11 KiB
C#
396 lines
11 KiB
C#
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Add this component to a GUI Image to have it act as a button.
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/// Bind pressed down, pressed continually and released actions to it from the inspector
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/// Handles mouse and multi touch
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/// </summary>
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[RequireComponent(typeof(Rect))]
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[RequireComponent(typeof(CanvasGroup))]
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[AddComponentMenu("More Mountains/Tools/Controls/MMTouchButton")]
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public class MMTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler, ISubmitHandler
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{
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/// The different possible states for the button :
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/// Off (default idle state), ButtonDown (button pressed for the first time), ButtonPressed (button being pressed), ButtonUp (button being released), Disabled (unclickable but still present on screen)
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/// ButtonDown and ButtonUp will only last one frame, the others will last however long you press them / disable them / do nothing
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public enum ButtonStates { Off, ButtonDown, ButtonPressed, ButtonUp, Disabled }
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[Header("Binding")]
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/// The method(s) to call when the button gets pressed down
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public UnityEvent ButtonPressedFirstTime;
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/// The method(s) to call when the button gets released
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public UnityEvent ButtonReleased;
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/// The method(s) to call while the button is being pressed
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public UnityEvent ButtonPressed;
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[Header("Sprite Swap")]
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[MMInformation("Here you can define, for disabled and pressed states, if you want a different sprite, and a different color.", MMInformationAttribute.InformationType.Info,false)]
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public Sprite DisabledSprite;
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public bool DisabledChangeColor = false;
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public Color DisabledColor = Color.white;
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public Sprite PressedSprite;
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public bool PressedChangeColor = false;
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public Color PressedColor= Color.white;
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public Sprite HighlightedSprite;
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public bool HighlightedChangeColor = false;
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public Color HighlightedColor = Color.white;
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[Header("Opacity")]
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[MMInformation("Here you can set different opacities for the button when it's pressed, idle, or disabled. Useful for visual feedback.",MMInformationAttribute.InformationType.Info,false)]
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/// the new opacity to apply to the canvas group when the button is pressed
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public float PressedOpacity = 1f;
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public float IdleOpacity = 1f;
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public float DisabledOpacity = 1f;
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[Header("Delays")]
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[MMInformation("Specify here the delays to apply when the button is pressed initially, and when it gets released. Usually you'll keep them at 0.",MMInformationAttribute.InformationType.Info,false)]
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public float PressedFirstTimeDelay = 0f;
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public float ReleasedDelay = 0f;
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[Header("Buffer")]
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public float BufferDuration = 0f;
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[Header("Animation")]
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[MMInformation("Here you can bind an animator, and specify animation parameter names for the various states.",MMInformationAttribute.InformationType.Info,false)]
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public Animator Animator;
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public string IdleAnimationParameterName = "Idle";
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public string DisabledAnimationParameterName = "Disabled";
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public string PressedAnimationParameterName = "Pressed";
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[Header("Mouse Mode")]
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[MMInformation("If you set this to true, you'll need to actually press the button for it to be triggered, otherwise a simple hover will trigger it (better to leave it unchecked if you're going for touch input).", MMInformationAttribute.InformationType.Info,false)]
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/// If you set this to true, you'll need to actually press the button for it to be triggered, otherwise a simple hover will trigger it (better for touch input).
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public bool MouseMode = false;
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public bool ReturnToInitialSpriteAutomatically { get; set; }
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/// the current state of the button (off, down, pressed or up)
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public ButtonStates CurrentState { get; protected set; }
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protected bool _zonePressed = false;
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protected CanvasGroup _canvasGroup;
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protected float _initialOpacity;
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protected Animator _animator;
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protected Image _image;
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protected Sprite _initialSprite;
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protected Color _initialColor;
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protected float _lastClickTimestamp = 0f;
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protected Selectable _selectable;
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/// <summary>
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/// On Start, we get our canvasgroup and set our initial alpha
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/// </summary>
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protected virtual void Awake()
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{
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Initialization ();
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}
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protected virtual void Initialization()
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{
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ReturnToInitialSpriteAutomatically = true;
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_selectable = GetComponent<Selectable> ();
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_image = GetComponent<Image> ();
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if (_image != null)
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{
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_initialColor = _image.color;
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_initialSprite = _image.sprite;
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}
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_animator = GetComponent<Animator> ();
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if (Animator != null)
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{
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_animator = Animator;
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}
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_canvasGroup = GetComponent<CanvasGroup>();
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if (_canvasGroup!=null)
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{
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_initialOpacity = IdleOpacity;
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_canvasGroup.alpha = _initialOpacity;
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_initialOpacity = _canvasGroup.alpha;
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}
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ResetButton();
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}
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/// <summary>
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/// Every frame, if the touch zone is pressed, we trigger the OnPointerPressed method, to detect continuous press
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/// </summary>
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protected virtual void Update()
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{
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switch (CurrentState)
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{
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case ButtonStates.Off:
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SetOpacity (IdleOpacity);
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if ((_image != null) && (ReturnToInitialSpriteAutomatically))
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{
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_image.color = _initialColor;
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_image.sprite = _initialSprite;
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}
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if (_selectable != null)
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{
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_selectable.interactable = true;
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if (EventSystem.current.currentSelectedGameObject == this.gameObject)
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{
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if ((_image != null) && HighlightedChangeColor)
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{
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_image.color = HighlightedColor;
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}
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if (HighlightedSprite != null)
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{
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_image.sprite = HighlightedSprite;
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}
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}
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}
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break;
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case ButtonStates.Disabled:
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SetOpacity (DisabledOpacity);
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if (_image != null)
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{
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if (DisabledSprite != null)
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{
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_image.sprite = DisabledSprite;
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}
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if (DisabledChangeColor)
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{
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_image.color = DisabledColor;
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}
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}
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if (_selectable != null)
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{
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_selectable.interactable = false;
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}
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break;
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case ButtonStates.ButtonDown:
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break;
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case ButtonStates.ButtonPressed:
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SetOpacity (PressedOpacity);
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OnPointerPressed();
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if (_image != null)
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{
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if (PressedSprite != null)
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{
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_image.sprite = PressedSprite;
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}
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if (PressedChangeColor)
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{
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_image.color = PressedColor;
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}
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}
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break;
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case ButtonStates.ButtonUp:
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break;
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}
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UpdateAnimatorStates ();
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}
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/// <summary>
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/// At the end of every frame, we change our button's state if needed
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/// </summary>
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protected virtual void LateUpdate()
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{
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if (CurrentState == ButtonStates.ButtonUp)
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{
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CurrentState = ButtonStates.Off;
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}
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if (CurrentState == ButtonStates.ButtonDown)
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{
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CurrentState = ButtonStates.ButtonPressed;
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}
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}
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public event System.Action<PointerEventData.FramePressState, PointerEventData> ButtonStateChange;
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/// <summary>
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/// Triggers the bound pointer down action
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/// </summary>
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public virtual void OnPointerDown(PointerEventData data)
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{
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if (Time.time - _lastClickTimestamp < BufferDuration)
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{
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return;
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}
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if (CurrentState != ButtonStates.Off)
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{
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return;
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}
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CurrentState = ButtonStates.ButtonDown;
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_lastClickTimestamp = Time.time;
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ButtonStateChange?.Invoke(PointerEventData.FramePressState.Pressed, data);
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if ((Time.timeScale != 0) && (PressedFirstTimeDelay > 0))
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{
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Invoke ("InvokePressedFirstTime", PressedFirstTimeDelay);
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}
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else
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{
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ButtonPressedFirstTime.Invoke();
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}
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}
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protected virtual void InvokePressedFirstTime()
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{
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if (ButtonPressedFirstTime!=null)
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{
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ButtonPressedFirstTime.Invoke();
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}
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}
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/// <summary>
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/// Triggers the bound pointer up action
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/// </summary>
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public virtual void OnPointerUp(PointerEventData data)
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{
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if (CurrentState != ButtonStates.ButtonPressed && CurrentState != ButtonStates.ButtonDown)
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{
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return;
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}
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CurrentState = ButtonStates.ButtonUp;
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ButtonStateChange?.Invoke(PointerEventData.FramePressState.Released, data);
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if ((Time.timeScale != 0) && (ReleasedDelay > 0))
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{
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Invoke ("InvokeReleased", ReleasedDelay);
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}
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else
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{
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ButtonReleased.Invoke();
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}
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}
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protected virtual void InvokeReleased()
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{
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if (ButtonReleased != null)
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{
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ButtonReleased.Invoke();
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}
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}
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/// <summary>
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/// Triggers the bound pointer pressed action
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/// </summary>
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public virtual void OnPointerPressed()
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{
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CurrentState = ButtonStates.ButtonPressed;
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if (ButtonPressed != null)
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{
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ButtonPressed.Invoke();
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}
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}
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/// <summary>
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/// Resets the button's state and opacity
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/// </summary>
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protected virtual void ResetButton()
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{
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SetOpacity(_initialOpacity);
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CurrentState = ButtonStates.Off;
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}
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/// <summary>
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/// Triggers the bound pointer enter action when touch enters zone
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/// </summary>
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public virtual void OnPointerEnter(PointerEventData data)
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{
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if (!MouseMode)
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{
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OnPointerDown (data);
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}
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}
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/// <summary>
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/// Triggers the bound pointer exit action when touch is out of zone
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/// </summary>
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public virtual void OnPointerExit(PointerEventData data)
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{
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if (!MouseMode)
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{
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OnPointerUp(data);
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}
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}
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/// <summary>
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/// OnEnable, we reset our button state
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/// </summary>
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protected virtual void OnEnable()
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{
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ResetButton();
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}
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private void OnDisable()
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{
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bool wasActive = CurrentState != ButtonStates.Off && CurrentState != ButtonStates.Disabled;
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DisableButton();
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CurrentState = ButtonStates.Off; // cause it's what is tested to StopInput (for weapon by example)
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if (wasActive)
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{
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ButtonStateChange?.Invoke(PointerEventData.FramePressState.Released, null);
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ButtonReleased?.Invoke();
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}
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}
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public virtual void DisableButton()
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{
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CurrentState = ButtonStates.Disabled;
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}
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public virtual void EnableButton()
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{
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if (CurrentState == ButtonStates.Disabled)
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{
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CurrentState = ButtonStates.Off;
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}
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}
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protected virtual void SetOpacity(float newOpacity)
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{
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if (_canvasGroup!=null)
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{
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_canvasGroup.alpha = newOpacity;
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}
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}
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protected virtual void UpdateAnimatorStates ()
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{
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if (_animator == null)
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{
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return;
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}
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if (DisabledAnimationParameterName != null)
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{
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_animator.SetBool (DisabledAnimationParameterName, (CurrentState == ButtonStates.Disabled));
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}
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if (PressedAnimationParameterName != null)
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{
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_animator.SetBool (PressedAnimationParameterName, (CurrentState == ButtonStates.ButtonPressed));
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}
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if (IdleAnimationParameterName != null)
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{
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_animator.SetBool (IdleAnimationParameterName, (CurrentState == ButtonStates.Off));
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}
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}
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public virtual void OnSubmit(BaseEventData eventData)
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{
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if (ButtonPressedFirstTime!=null)
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{
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ButtonPressedFirstTime.Invoke();
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}
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if (ButtonReleased!=null)
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{
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ButtonReleased.Invoke ();
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}
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}
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}
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}
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