using UnityEngine; using UnityEngine.Events; namespace Lean.Common { /// This component allows you to store 1, 2, or 3 values. This is done by calling one of the SetX/Y/Z methods, and then sending it out using the OnValueX/Y/Z events. [HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanValue")] [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Value")] public class LeanValue : MonoBehaviour { [System.Serializable] public class FloatEvent : UnityEvent {} [System.Serializable] public class Vector2Event : UnityEvent {} [System.Serializable] public class Vector3Event : UnityEvent {} /// This event will send any previously set values after the specified delay. public FloatEvent OnValueX { get { if (onValueX == null) onValueX = new FloatEvent(); return onValueX; } } [SerializeField] private FloatEvent onValueX; /// This event will send any previously set values after the specified delay. public FloatEvent OnValueY { get { if (onValueY == null) onValueY = new FloatEvent(); return onValueY; } } [SerializeField] private FloatEvent onValueY; /// This event will send any previously set values after the specified delay. public FloatEvent OnValueZ { get { if (onValueZ == null) onValueZ = new FloatEvent(); return onValueZ; } } [SerializeField] private FloatEvent onValueZ; /// This event will send any previously set values after the specified delay. public Vector2Event OnValueXY { get { if (onValueXY == null) onValueXY = new Vector2Event(); return onValueXY; } } [SerializeField] private Vector2Event onValueXY; /// This event will send any previously set values after the specified delay. public Vector3Event OnValueXYZ { get { if (onValueXYZ == null) onValueXYZ = new Vector3Event(); return onValueXYZ; } } [SerializeField] private Vector3Event onValueXYZ; /// The current value. public Vector3 Current { set { if (current != value) { current = value; Submit(); } } get { return current; } } [SerializeField] private Vector3 current; /// This method allows you to set the X axis. public void SetX(float x) { current.x = x; Submit(); } /// This method allows you to set the Y axis. public void SetY(float y) { current.y = y; Submit(); } /// This method allows you to set the Z axis. public void SetZ(float z) { current.z = z; Submit(); } /// This method allows you to set the XY axis. public void SetXY(Vector2 xy) { current.x = xy.x; current.y = xy.y; Submit(); } /// This method allows you to set the XYZ axis. public void SetXYZ(Vector3 xyz) { current = xyz; Submit(); } private void Submit() { if (onValueX != null) { onValueX.Invoke(current.x); } if (onValueY != null) { onValueY.Invoke(current.y); } if (onValueZ != null) { onValueZ.Invoke(current.z); } if (onValueXY != null) { onValueXY.Invoke(current); } if (onValueXYZ != null) { onValueXYZ.Invoke(current); } } } } #if UNITY_EDITOR namespace Lean.Common.Editor { using TARGET = LeanValue; [UnityEditor.CanEditMultipleObjects] [UnityEditor.CustomEditor(typeof(TARGET))] public class LeanValue_Editor : LeanEditor { protected override void OnInspector() { TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts); if (Draw("current", "The current value.") == true) { Each(tgts, t => t.Current = serializedObject.FindProperty("current").vector3Value, true); } Separator(); var usedA = Any(tgts, t => t.OnValueX.GetPersistentEventCount() > 0); var usedB = Any(tgts, t => t.OnValueY.GetPersistentEventCount() > 0); var usedC = Any(tgts, t => t.OnValueZ.GetPersistentEventCount() > 0); var usedD = Any(tgts, t => t.OnValueXY.GetPersistentEventCount() > 0); var usedE = Any(tgts, t => t.OnValueXYZ.GetPersistentEventCount() > 0); var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?"); if (usedA == true || showUnusedEvents == true) { Draw("onValueX"); } if (usedB == true || showUnusedEvents == true) { Draw("onValueY"); } if (usedC == true || showUnusedEvents == true) { Draw("onValueZ"); } if (usedD == true || showUnusedEvents == true) { Draw("onValueXY"); } if (usedE == true || showUnusedEvents == true) { Draw("onValueXYZ"); } } } } #endif