diff --git a/Editor/AccordionElementEditor.cs b/Editor/AccordionElementEditor.cs index 6bccf1c..c7686ce 100644 --- a/Editor/AccordionElementEditor.cs +++ b/Editor/AccordionElementEditor.cs @@ -1,9 +1,10 @@ ///Credit ChoMPHi ///Sourced from - http://forum.unity3d.com/threads/accordion-type-layout.271818/ -using UnityEngine.UI.Extensions; +using UnityEditor; +using UnityEditor.UI; -namespace UnityEditor.UI +namespace UnityEngine.UI.Extensions { [CustomEditor(typeof(AccordionElement), true)] public class AccordionElementEditor : ToggleEditor { diff --git a/Editor/ReadOnlyDrawer.cs b/Editor/ReadOnlyDrawer.cs new file mode 100644 index 0000000..2296190 --- /dev/null +++ b/Editor/ReadOnlyDrawer.cs @@ -0,0 +1,19 @@ +/// Credit tanoshimi +/// Sourced from - https://forum.unity3d.com/threads/read-only-fields.68976/ +/// +using UnityEditor; + +namespace UnityEngine.UI.Extensions +{ + [CustomPropertyDrawer(typeof(ReadOnlyAttribute))] + public class ReadOnlyDrawer : PropertyDrawer + { + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + GUI.enabled = false; + EditorGUI.PropertyField(position, property, label, true); + GUI.enabled = true; + } + } +} diff --git a/Editor/ReadOnlyDrawer.cs.meta b/Editor/ReadOnlyDrawer.cs.meta new file mode 100644 index 0000000..852dd67 --- /dev/null +++ b/Editor/ReadOnlyDrawer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 33c90f5149877a242981372f6cde9a35 +timeCreated: 1498392707 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Examples/Cooldown.meta b/Examples/Cooldown.meta new file mode 100644 index 0000000..e50a1bc --- /dev/null +++ b/Examples/Cooldown.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e144d5ae849c2574ebe61b323b01d41d +folderAsset: yes +timeCreated: 1498408611 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + 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OnDisable() + { + if (displayText) + { + displayText.text = originalText; + } + } + + private void OnEnable() + { + if (displayText) + { + originalText = displayText.text; + } + } + + + } +} \ No newline at end of file diff --git a/Examples/Cooldown/CooldownEffect_Image.cs.meta b/Examples/Cooldown/CooldownEffect_Image.cs.meta new file mode 100644 index 0000000..57abac5 --- /dev/null +++ b/Examples/Cooldown/CooldownEffect_Image.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1ca6e387bb13bff4d90528c055130c44 +timeCreated: 1498409243 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Examples/Cooldown/CooldownEffect_SAUIM.cs b/Examples/Cooldown/CooldownEffect_SAUIM.cs new file mode 100644 index 0000000..5600ad4 --- /dev/null +++ b/Examples/Cooldown/CooldownEffect_SAUIM.cs @@ -0,0 +1,26 @@ +/// Credit SimonDarksideJ +/// Sourced from my head + +namespace UnityEngine.UI.Extensions +{ + [RequireComponent(typeof(SoftMaskScript))] + public class CooldownEffect_SAUIM : MonoBehaviour { + + public CooldownButton cooldown; + private SoftMaskScript sauim; + + // Use this for initialization + void Start() { + if (cooldown == null) + { + Debug.LogError("Missing Cooldown Button assignment"); + } + sauim = GetComponent(); + } + + // Update is called once per frame + void Update() { + sauim.CutOff = Mathf.Lerp(0,1, cooldown.CooldownTimeElapsed / cooldown.CooldownTimeout); + } + } +} \ No newline at end of file diff --git a/Examples/Cooldown/CooldownEffect_SAUIM.cs.meta b/Examples/Cooldown/CooldownEffect_SAUIM.cs.meta new file mode 100644 index 0000000..0ef8139 --- /dev/null +++ b/Examples/Cooldown/CooldownEffect_SAUIM.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ee97fdcaa3f5e8447a6bebb781fbe830 +timeCreated: 1498393575 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: 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[System.Serializable] + public class CooldownButtonEvent : UnityEvent { } + #endregion + + #region Private variables + + [SerializeField] + private float cooldownTimeout; + [SerializeField] + private float cooldownSpeed = 1; + [SerializeField][ReadOnly] + private bool cooldownActive; + [SerializeField][ReadOnly] + private bool cooldownInEffect; + [SerializeField][ReadOnly] + private float cooldownTimeElapsed; + [SerializeField][ReadOnly] + private float cooldownTimeRemaining; + [SerializeField][ReadOnly] + private int cooldownPercentRemaining; + [SerializeField][ReadOnly] + private int cooldownPercentComplete; + + PointerEventData buttonSource; + #endregion + + #region Public Properties + + public float CooldownTimeout + { + get { return cooldownTimeout; } + set { cooldownTimeout = value; } + } + + public float CooldownSpeed + { + get { return cooldownSpeed; } + set { cooldownSpeed = value; } + } + + public bool CooldownInEffect + { + get { return cooldownInEffect; } + } + + public bool CooldownActive + { + get { return cooldownActive; } + set { cooldownActive = value; } + } + + public float CooldownTimeElapsed + { + get { return cooldownTimeElapsed; } + set { cooldownTimeElapsed = value; } + } + + public float CooldownTimeRemaining + { + get { return cooldownTimeRemaining; } + } + + public int CooldownPercentRemaining + { + get { return cooldownPercentRemaining; } + } + + public int CooldownPercentComplete + { + get { return cooldownPercentComplete; } + } + + #endregion + + #region Events + [Tooltip("Event that fires when a button is initially pressed down")] + public CooldownButtonEvent OnCooldownStart; + [Tooltip("Event that fires when a button is released")] + public CooldownButtonEvent OnButtonClickDuringCooldown; + [Tooltip("Event that continually fires while a button is held down")] + public CooldownButtonEvent OnCoolDownFinish; + #endregion + + #region Update + + // Update is called once per frame + void Update() + { + if (CooldownActive) + { + cooldownTimeRemaining -= Time.deltaTime * cooldownSpeed; + cooldownTimeElapsed = CooldownTimeout - CooldownTimeRemaining; + if (cooldownTimeRemaining < 0) + { + StopCooldown(); + } + else + { + cooldownPercentRemaining = (int)(100 * cooldownTimeRemaining * CooldownTimeout / 100); + cooldownPercentComplete = (int)((CooldownTimeout - cooldownTimeRemaining) / CooldownTimeout * 100); + } + } + } + #endregion + + #region Public Methods + + /// + /// Pause Cooldown without resetting values, allows Restarting of cooldown + /// + public void PauseCooldown() + { + if (CooldownInEffect) + { + CooldownActive = false; + } + } + + /// + /// Restart a paused cooldown + /// + public void RestartCooldown() + { + if (CooldownInEffect) + { + CooldownActive = true; + } + } + + /// + /// Stop a running Cooldown and reset all values + /// + public void StopCooldown() + { + cooldownTimeElapsed = CooldownTimeout; + cooldownTimeRemaining = 0; + cooldownPercentRemaining = 0; + cooldownPercentComplete = 100; + cooldownActive = cooldownInEffect = false; + if (OnCoolDownFinish != null) OnCoolDownFinish.Invoke(buttonSource.button); + } + + /// + /// Stop a running Cooldown and retain current values + /// + public void CancelCooldown() + { + cooldownActive = cooldownInEffect = false; + } + + #endregion + + #region IPointerDownHandler + + void IPointerDownHandler.OnPointerDown(PointerEventData eventData) + { + buttonSource = eventData; + if (CooldownInEffect) + { + if (OnButtonClickDuringCooldown != null) OnButtonClickDuringCooldown.Invoke(eventData.button); + } + if (!CooldownInEffect) + { + if(OnCooldownStart != null) OnCooldownStart.Invoke(eventData.button); + cooldownTimeRemaining = cooldownTimeout; + cooldownActive = cooldownInEffect = true; + } + } + + #endregion + + } +} \ No newline at end of file diff --git a/Scripts/Controls/CooldownButton.cs.meta b/Scripts/Controls/CooldownButton.cs.meta new file mode 100644 index 0000000..b7f813c --- /dev/null +++ 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