com.unity.uiextensions.nosa.../Scripts/UIButton.cs

83 lines
2.4 KiB
C#

/// Credit AriathTheWise
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1796783
/// Extended to include a HELD state that continually fires while the button is held down.
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// UIButton
/// </summary>
[AddComponentMenu("UI/Extensions/UI Button")]
public class UIButton : Button, IPointerDownHandler, IPointerUpHandler
{
#region Sub-Classes
[System.Serializable]
public class UIButtonEvent : UnityEvent<PointerEventData.InputButton> { }
#endregion
#region Events
[Tooltip("Event that fires when a button is clicked")]
public UIButtonEvent OnButtonClick;
[Tooltip("Event that fires when a button is initially pressed down")]
public UIButtonEvent OnButtonPress;
[Tooltip("Event that fires when a button is released")]
public UIButtonEvent OnButtonRelease;
[Tooltip("Event that continually fires while a button is held down")]
public UIButtonEvent OnButtonHeld;
#endregion
private bool _pressed;
private PointerEventData _heldEventData;
public override void OnPointerClick(PointerEventData eventData)
{
base.OnSubmit(eventData);
if (OnButtonClick != null)
{
OnButtonClick.Invoke(eventData.button);
}
}
void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
{
DoStateTransition(SelectionState.Pressed, false);
if (OnButtonPress != null)
{
OnButtonPress.Invoke(eventData.button);
}
_pressed = true;
_heldEventData = eventData;
}
void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
{
DoStateTransition(SelectionState.Normal, false);
if (OnButtonRelease != null)
{
OnButtonRelease.Invoke(eventData.button);
}
_pressed = false;
_heldEventData = null;
}
void Update()
{
if (!_pressed)
return;
if (OnButtonHeld != null)
{
OnButtonHeld.Invoke(_heldEventData.button);
}
}
}
}