com.unity.uiextensions.nosa.../Runtime/Scripts/Utilities/UIHighlightable.cs

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/// Credit SimonDarksideJ
/// Sourced from - Issue Proposal #153
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/UI Highlightable Extension")]
[RequireComponent(typeof(RectTransform), typeof(Graphic))]
public class UIHighlightable : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler
{
private Graphic m_Graphic;
private bool m_Highlighted;
private bool m_Pressed;
[System.Serializable]
public class InteractableChangedEvent : Events.UnityEvent<bool> { }
[System.Serializable]
public class HighlightChangedEvent : Events.UnityEvent<bool> { }
[System.Serializable]
public class PressChangedEvent : Events.UnityEvent<bool> { }
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[SerializeField][Tooltip("Can this panel be interacted with or is it disabled? (does not affect child components)")]
private bool m_Interactable = true;
[SerializeField][Tooltip("Does the panel remain in the pressed state when clicked? (default false)")]
private bool m_ClickToHold;
public bool Interactable
{
get { return m_Interactable; }
set
{
m_Interactable = value;
HighlightInteractable(m_Graphic);
OnInteractableChanged.Invoke(m_Interactable);
if(!m_Interactable)
{
if(m_Highlighted)
{
m_Highlighted = false;
OnHighlightChanged.Invoke(false);
}
if(m_Pressed)
{
m_Pressed = false;
OnPressChanged.Invoke(false);
}
}
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}
}
public bool ClickToHold
{
get { return m_ClickToHold; }
set
{
m_ClickToHold = value;
if(!m_ClickToHold && m_Pressed)
{
m_Pressed = false;
OnPressChanged.Invoke(false);
}
}
}
public bool Highlighted
{
get { return m_Highlighted; }
set
{
if(m_Highlighted != value)
{
m_Highlighted = value;
HighlightInteractable(m_Graphic);
if(m_Interactable)
{
OnHighlightChanged.Invoke(m_Highlighted);
}
}
}
}
public bool Pressed
{
get { return m_Pressed; }
set
{
if(m_Pressed != value)
{
m_Pressed = value;
m_Graphic.color = (m_Pressed ? PressedColor : NormalColor);
if(m_Interactable)
{
OnPressChanged.Invoke(m_Pressed);
}
}
}
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}
[Tooltip("The default color for the panel")]
public Color NormalColor = Color.grey;
[Tooltip("The color for the panel when a mouse is over it or it is in focus")]
public Color HighlightedColor = Color.yellow;
[Tooltip("The color for the panel when it is clicked/held")]
public Color PressedColor = Color.green;
[Tooltip("The color for the panel when it is not interactable (see Interactable)")]
public Color DisabledColor = Color.gray;
[Tooltip("Event for when the panel is enabled / disabled, to enable disabling / enabling of child or other gameobjects")]
public InteractableChangedEvent OnInteractableChanged;
[Tooltip("Event for when the panel highlight state is activated or deactivated")]
public HighlightChangedEvent OnHighlightChanged;
[Tooltip("Event for when the panel press state is activated or deactivated")]
public PressChangedEvent OnPressChanged;
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void Awake()
{
m_Graphic = GetComponent<Graphic>();
}
public void OnPointerEnter(PointerEventData eventData)
{
if (Interactable && !m_Pressed)
{
m_Highlighted = true;
m_Graphic.color = HighlightedColor;
OnHighlightChanged.Invoke(true);
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}
}
public void OnPointerExit(PointerEventData eventData)
{
if (Interactable && !m_Pressed)
{
m_Highlighted = false;
m_Graphic.color = NormalColor;
OnHighlightChanged.Invoke(false);
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}
}
public void OnPointerDown(PointerEventData eventData)
{
if (Interactable)
{
m_Graphic.color = PressedColor;
if (ClickToHold)
{
if(m_Pressed)
{
m_Pressed = false;
}
else
{
m_Pressed = true;
OnPressChanged.Invoke(true);
}
}
else
{
OnPressChanged.Invoke(true);
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}
}
}
public void OnPointerUp(PointerEventData eventData)
{
if(!m_Pressed)
{
HighlightInteractable(m_Graphic);
if(m_Interactable)
{
OnPressChanged.Invoke(false);
}
}
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}
private void HighlightInteractable(Graphic graphic)
{
if (m_Interactable)
{
if (m_Highlighted)
{
graphic.color = HighlightedColor;
}
else
{
graphic.color = NormalColor;
}
}
else
{
graphic.color = DisabledColor;
}
}
#if UNITY_EDITOR
private void OnValidate()
{
HighlightInteractable(GetComponent<Graphic>());
}
#endif
}
}