2017-06-26 01:36:49 +08:00
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/// Credit SimonDarksideJ
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/// Sourced from my head
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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2017-06-26 05:36:09 +08:00
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[AddComponentMenu("UI/Extensions/Cooldown Button")]
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2017-06-26 01:36:49 +08:00
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public class CooldownButton : MonoBehaviour, IPointerDownHandler
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{
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#region Sub-Classes
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[System.Serializable]
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public class CooldownButtonEvent : UnityEvent<PointerEventData.InputButton> { }
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#endregion
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#region Private variables
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[SerializeField]
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private float cooldownTimeout;
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[SerializeField]
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private float cooldownSpeed = 1;
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[SerializeField][ReadOnly]
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private bool cooldownActive;
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[SerializeField][ReadOnly]
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private bool cooldownInEffect;
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[SerializeField][ReadOnly]
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private float cooldownTimeElapsed;
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[SerializeField][ReadOnly]
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private float cooldownTimeRemaining;
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[SerializeField][ReadOnly]
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private int cooldownPercentRemaining;
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[SerializeField][ReadOnly]
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private int cooldownPercentComplete;
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PointerEventData buttonSource;
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#endregion
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#region Public Properties
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public float CooldownTimeout
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{
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get { return cooldownTimeout; }
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set { cooldownTimeout = value; }
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}
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public float CooldownSpeed
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{
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get { return cooldownSpeed; }
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set { cooldownSpeed = value; }
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}
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public bool CooldownInEffect
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{
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get { return cooldownInEffect; }
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}
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public bool CooldownActive
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{
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get { return cooldownActive; }
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set { cooldownActive = value; }
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}
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public float CooldownTimeElapsed
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{
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get { return cooldownTimeElapsed; }
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set { cooldownTimeElapsed = value; }
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}
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public float CooldownTimeRemaining
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{
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get { return cooldownTimeRemaining; }
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}
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public int CooldownPercentRemaining
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{
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get { return cooldownPercentRemaining; }
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}
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public int CooldownPercentComplete
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{
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get { return cooldownPercentComplete; }
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}
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#endregion
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#region Events
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[Tooltip("Event that fires when a button is initially pressed down")]
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public CooldownButtonEvent OnCooldownStart;
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[Tooltip("Event that fires when a button is released")]
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public CooldownButtonEvent OnButtonClickDuringCooldown;
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[Tooltip("Event that continually fires while a button is held down")]
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public CooldownButtonEvent OnCoolDownFinish;
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#endregion
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#region Update
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// Update is called once per frame
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void Update()
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{
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if (CooldownActive)
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{
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cooldownTimeRemaining -= Time.deltaTime * cooldownSpeed;
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cooldownTimeElapsed = CooldownTimeout - CooldownTimeRemaining;
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if (cooldownTimeRemaining < 0)
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{
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StopCooldown();
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}
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else
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{
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cooldownPercentRemaining = (int)(100 * cooldownTimeRemaining * CooldownTimeout / 100);
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cooldownPercentComplete = (int)((CooldownTimeout - cooldownTimeRemaining) / CooldownTimeout * 100);
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}
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}
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Pause Cooldown without resetting values, allows Restarting of cooldown
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/// </summary>
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public void PauseCooldown()
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{
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if (CooldownInEffect)
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{
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CooldownActive = false;
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}
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}
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/// <summary>
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/// Restart a paused cooldown
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/// </summary>
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public void RestartCooldown()
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{
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if (CooldownInEffect)
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{
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CooldownActive = true;
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}
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}
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/// <summary>
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/// Stop a running Cooldown and reset all values
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/// </summary>
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public void StopCooldown()
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{
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cooldownTimeElapsed = CooldownTimeout;
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cooldownTimeRemaining = 0;
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cooldownPercentRemaining = 0;
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cooldownPercentComplete = 100;
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cooldownActive = cooldownInEffect = false;
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if (OnCoolDownFinish != null) OnCoolDownFinish.Invoke(buttonSource.button);
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}
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/// <summary>
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/// Stop a running Cooldown and retain current values
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/// </summary>
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public void CancelCooldown()
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{
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cooldownActive = cooldownInEffect = false;
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}
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#endregion
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#region IPointerDownHandler
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void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
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{
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buttonSource = eventData;
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if (CooldownInEffect)
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{
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if (OnButtonClickDuringCooldown != null) OnButtonClickDuringCooldown.Invoke(eventData.button);
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}
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if (!CooldownInEffect)
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{
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if(OnCooldownStart != null) OnCooldownStart.Invoke(eventData.button);
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cooldownTimeRemaining = cooldownTimeout;
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cooldownActive = cooldownInEffect = true;
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}
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}
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#endregion
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}
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}
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