Merged PR for ExtensionsToggle
Updated for UI EXtensions Standards --HG-- branch : develop_5.3release
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7703ca739c
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3e0d105646
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@ -13,10 +13,9 @@ namespace UnityEngine.UI
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public class ExtensionsToggle : Selectable, IPointerClickHandler, ISubmitHandler, ICanvasElement
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{
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/// <summary>
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/// Variable to identify this script, can be int, string or whatever
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/// Variable to identify this script, change the datatype if needed to fit your use case
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/// </summary>
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//public int UniqueID;
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//public string UniqueID;
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public string UniqueID;
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public enum ToggleTransition
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{
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@ -46,7 +45,7 @@ namespace UnityEngine.UI
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[SerializeField]
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private ExtensionsToggleGroup m_Group;
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public ExtensionsToggleGroup group
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public ExtensionsToggleGroup Group
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{
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get { return m_Group; }
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set
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@ -65,13 +64,15 @@ namespace UnityEngine.UI
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/// <summary>
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/// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.
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/// </summary>
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[Tooltip("Use this event if you only need the bool state of the toggle that was changed")]
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public ToggleEvent onValueChanged = new ToggleEvent();
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/// <summary>
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/// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.
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/// </summary>
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public ToggleEventObject onValueChangedOn = new ToggleEventObject();
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[Tooltip("Use this event if you need access to the toggle that was changed")]
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public ToggleEventObject onToggleChanged = new ToggleEventObject();
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// Whether the toggle is on
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[FormerlySerializedAs("m_IsActive")]
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@ -102,8 +103,7 @@ namespace UnityEngine.UI
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if (executing == CanvasUpdate.Prelayout)
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{
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onValueChanged.Invoke(m_IsOn);
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if(m_IsOn)
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onValueChangedOn.Invoke(this);
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onToggleChanged.Invoke(this);
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}
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#endif
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}
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@ -164,14 +164,14 @@ namespace UnityEngine.UI
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// If we are in a new group, and this toggle is on, notify group.
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// Note: Don't refer to m_Group here as it's not guaranteed to have been set.
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if (newGroup != null && newGroup != oldGroup && isOn && IsActive())
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if (newGroup != null && newGroup != oldGroup && IsOn && IsActive())
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m_Group.NotifyToggleOn(this);
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}
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/// <summary>
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/// Whether the toggle is currently active.
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/// </summary>
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public bool isOn
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public bool IsOn
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{
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get { return m_IsOn; }
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set
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@ -209,8 +209,7 @@ namespace UnityEngine.UI
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if (sendCallback)
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{
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onValueChanged.Invoke(m_IsOn);
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if(m_IsOn)
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onValueChangedOn.Invoke(this);
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onToggleChanged.Invoke(this);
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}
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}
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@ -243,7 +242,7 @@ namespace UnityEngine.UI
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if (!IsActive() || !IsInteractable())
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return;
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isOn = !isOn;
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IsOn = !IsOn;
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}
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/// <summary>
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@ -48,7 +48,7 @@ namespace UnityEngine.UI
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continue;
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}
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m_Toggles[i].isOn = false;
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m_Toggles[i].IsOn = false;
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}
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onToggleGroupChanged.Invoke(AnyTogglesOn());
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}
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@ -78,12 +78,12 @@ namespace UnityEngine.UI
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public bool AnyTogglesOn()
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{
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return m_Toggles.Find(x => x.isOn) != null;
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return m_Toggles.Find(x => x.IsOn) != null;
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}
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public IEnumerable<ExtensionsToggle> ActiveToggles()
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{
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return m_Toggles.Where(x => x.isOn);
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return m_Toggles.Where(x => x.IsOn);
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}
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public void SetAllTogglesOff()
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@ -92,7 +92,7 @@ namespace UnityEngine.UI
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m_AllowSwitchOff = true;
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for (var i = 0; i < m_Toggles.Count; i++)
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m_Toggles[i].isOn = false;
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m_Toggles[i].IsOn = false;
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m_AllowSwitchOff = oldAllowSwitchOff;
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}
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