Merge branch 'development' of https://github.com/Unity-UI-Extensions/com.unity.uiextensions into development
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@ -33,3 +33,5 @@ sysinfo.txt
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*.apk
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*.apk
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*.unitypackage
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*.unitypackage
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/.vs
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/.vs
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**/node_modules/*
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@ -1 +1 @@
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Subproject commit 774bde78bf8792ad8de1c96ad7e874932fd716d7
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Subproject commit 2b2dba57650838e285c3336b4a26847931462570
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@ -29,7 +29,7 @@ In this repository is a collection of extension scripts / effects and controls t
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You can either download / fork this project to access the scripts, or you can also download these pre-compiled Unity Assets, chock full of goodness for each release:
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You can either download / fork this project to access the scripts, or you can also download these pre-compiled Unity Assets, chock full of goodness for each release:
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## [Download - 2019.6 (aka 2.5)](https://unity-ui-extensions.github.io/Downloads)
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## [Download Latest - Version 2.3](https://unity-ui-extensions.github.io/Downloads)
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We have expanded where you can download the UnityPackage asset and widened the options to contribute to the project.
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We have expanded where you can download the UnityPackage asset and widened the options to contribute to the project.
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@ -1,9 +1,11 @@
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using System;
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using System;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Events;
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[Serializable]
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namespace UnityEngine.UI.Extensions.ColorPicker
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public class ColorChangedEvent : UnityEvent<Color>
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{
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{
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[Serializable]
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public class ColorChangedEvent : UnityEvent<Color>
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{
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}
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}
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}
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@ -1,6 +1,9 @@
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using UnityEngine.Events;
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using UnityEngine.Events;
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public class HSVChangedEvent : UnityEvent<float, float, float>
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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{
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public class HSVChangedEvent : UnityEvent<float, float, float>
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{
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}
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}
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}
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@ -3,7 +3,6 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using static UnityEditor.Progress;
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namespace UnityEngine.UI.Extensions
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namespace UnityEngine.UI.Extensions
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{
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{
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@ -1,29 +1,24 @@
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/// Credit SimonDarksideJ
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/// Credit SimonDarksideJ
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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namespace UnityEngine.UI.Extensions
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{
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{
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/*
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/// <summary>
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Handy Selectable script to un-highlight a selectable component in Unity (e.g. a Button) when the user moves away from it, EVEN IF the user has holding a button on it.
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/// Handy Selectable script to un-highlight a selectable component in Unity (e.g. a Button) when the user moves away from it, EVEN IF the user has holding a button on it.
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/// Resolves the situation where Unity UI Components remain in a highlighted state even after the pointer has moved away (e.g. user holding a button, mouse, pointer down).
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Resolves the situation where Unity UI Components remain in a highlighted state even after the pointer has moved away (e.g. user holding a button, mouse, pointer down).
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/// Now whenever the cursor leaves the component, it will force the UI component to revert to un-highlighted.
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Now whenever the cursor leaves the component, it will force the UI component to revert to un-highlighted.
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/// </summary>
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*/
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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[AddComponentMenu("UI/Extensions/ResetSelectableHighlight", 31)]
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[AddComponentMenu("UI/Extensions/ResetSelectableHighlight", 31)]
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[RequireComponent(typeof(Selectable))]
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[RequireComponent(typeof(Selectable))]
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public class ResetSelectableHighlight : MonoBehaviour, IPointerExitHandler
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public class ResetSelectableHighlight : MonoBehaviour, IPointerExitHandler
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{
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{
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[SerializeField]
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[SerializeField]
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private Selectable attachedSelectable;
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private Selectable attachedSelectable = null;
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// Start is called before the first frame update
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private void Awake()
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void Awake()
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{
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{
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if (!attachedSelectable)
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if (attachedSelectable == null || !attachedSelectable)
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{
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{
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attachedSelectable = GetComponent<Selectable>();
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attachedSelectable = GetComponent<Selectable>();
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}
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}
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@ -31,6 +26,11 @@ namespace UnityEngine.UI.Extensions
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public void OnPointerExit(PointerEventData eventData)
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public void OnPointerExit(PointerEventData eventData)
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{
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{
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if (!attachedSelectable.interactable)
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{
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return;
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}
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attachedSelectable.targetGraphic.CrossFadeColor(attachedSelectable.colors.normalColor, 0f, true, true);
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attachedSelectable.targetGraphic.CrossFadeColor(attachedSelectable.colors.normalColor, 0f, true, true);
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}
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}
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}
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}
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@ -1,14 +1,17 @@
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using UnityEngine;
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namespace UnityEngine.UI.Extensions
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{
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public class TestCompression : MonoBehaviour
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{
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// Use this for initialization
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void Start()
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{
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public class TestCompression : MonoBehaviour {
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}
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// Use this for initialization
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// Update is called once per frame
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void Start () {
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void Update()
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{
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}
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// Update is called once per frame
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void Update () {
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}
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}
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}
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}
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}
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@ -1,7 +1,7 @@
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{
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{
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"name": "com.unity.uiextensions",
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"name": "com.unity.uiextensions",
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"displayName": "Unity UI Extensions",
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"displayName": "Unity UI Extensions",
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"version": "2.3.0",
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"version": "2.3.1.pre.1",
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"description": "An extension project for the Unity3D UI system, all crafted and contributed by the awesome Unity community",
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"description": "An extension project for the Unity3D UI system, all crafted and contributed by the awesome Unity community",
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"author": "Simon darkside Jackson <@SimonDarksideJ>",
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"author": "Simon darkside Jackson <@SimonDarksideJ>",
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"contributors": [
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"contributors": [
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Loading…
Reference in New Issue