hellbound/Assets/Sources/Lean/Common+/Extras/LeanSelected.cs

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using UnityEngine.Events;
namespace Lean.Common
{
/// <summary>This component allows you to detect when any selectable object in the scene has been selected.</summary>
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanSelected")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Selected")]
public class LeanSelected : MonoBehaviour
{
[System.Serializable] public class LeanSelectableEvent : UnityEvent<LeanSelectable> {}
public LeanSelectableEvent OnSelectable { get { if (onSelectable == null) onSelectable = new LeanSelectableEvent(); return onSelectable; } } [SerializeField] private LeanSelectableEvent onSelectable;
protected virtual void OnEnable()
{
LeanSelect.OnAnySelected += HandleSelectGlobal;
}
protected virtual void OnDisable()
{
LeanSelect.OnAnySelected -= HandleSelectGlobal;
}
private void HandleSelectGlobal(LeanSelect select, LeanSelectable selectable)
{
if (onSelectable != null)
{
onSelectable.Invoke(selectable);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanSelected;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET), true)]
public class LeanSelected_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("onSelectable");
}
}
}
#endif