Pulled forward new UI Selectable extension to replace the old UI button script, offers a more extensible solution
--HG-- branch : develop_5.2release
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4e08512648
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@ -362,7 +362,8 @@ namespace UnityEditor.UI
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image.type = Image.Type.Sliced;
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image.color = s_DefaultSelectableColor;
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UIButton bt = uiButtonRoot.AddComponent<UIButton>();
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Button bt = uiButtonRoot.AddComponent<Button>();
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uiButtonRoot.AddComponent<UISelectableExtension>();
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SetDefaultColorTransitionValues(bt);
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Text text = childText.AddComponent<Text>();
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@ -1,6 +1,7 @@
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/// Credit AriathTheWise
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1796783
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/// Extended to include a HELD state that continually fires while the button is held down.
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/// Refactored so it can be added to any button and expose the events in the editor.
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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@ -10,8 +11,9 @@ namespace UnityEngine.UI.Extensions
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/// <summary>
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/// UIButton
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/// </summary>
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[AddComponentMenu("UI/Extensions/UI Button")]
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public class UIButton : Button, IPointerDownHandler, IPointerUpHandler
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[AddComponentMenu("UI/Extensions/UI Selectable Extension")]
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[RequireComponent(typeof(Selectable))]
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public class UISelectableExtension : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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{
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#region Sub-Classes
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[System.Serializable]
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@ -19,8 +21,6 @@ namespace UnityEngine.UI.Extensions
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#endregion
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#region Events
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[Tooltip("Event that fires when a button is clicked")]
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public UIButtonEvent OnButtonClick;
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[Tooltip("Event that fires when a button is initially pressed down")]
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public UIButtonEvent OnButtonPress;
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[Tooltip("Event that fires when a button is released")]
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@ -32,20 +32,10 @@ namespace UnityEngine.UI.Extensions
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private bool _pressed;
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private PointerEventData _heldEventData;
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public override void OnPointerClick(PointerEventData eventData)
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{
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base.OnSubmit(eventData);
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if (OnButtonClick != null)
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{
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OnButtonClick.Invoke(eventData.button);
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}
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}
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void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
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{
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DoStateTransition(SelectionState.Pressed, false);
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//Can't set the state as it's too locked down.
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//DoStateTransition(SelectionState.Pressed, false);
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if (OnButtonPress != null)
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{
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@ -58,7 +48,7 @@ namespace UnityEngine.UI.Extensions
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void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
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{
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DoStateTransition(SelectionState.Normal, false);
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//DoStateTransition(SelectionState.Normal, false);
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if (OnButtonRelease != null)
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{
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@ -77,7 +67,46 @@ namespace UnityEngine.UI.Extensions
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{
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OnButtonHeld.Invoke(_heldEventData.button);
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}
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}
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/// <summary>
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/// Test method to verify a control has been clicked
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/// </summary>
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public void TestClicked()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Clicked");
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#endif
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}
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/// <summary>
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/// Test method to verify a controll is pressed
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/// </summary>
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public void TestPressed()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Pressed");
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#endif
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}
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/// <summary>
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/// est method to verify if a control is released
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/// </summary>
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public void TestReleased()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Released");
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#endif
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}
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/// <summary>
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/// est method to verify if a control is being held
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/// </summary>
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public void TestHold()
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{
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#if DEBUG || UNITY_EDITOR
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Debug.Log("Control Held");
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#endif
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}
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}
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}
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@ -1,8 +1,12 @@
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fileFormatVersion: 2
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guid: f2e459a0f758bc947ace4872e13f1da0
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guid: 2bdfd6b4084989d41ba560bd1b72cbda
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timeCreated: 1441922219
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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