Merge pull request #434 from FejZa/release
Fix ResetSelectableHighlight resets button to normal when it's actually disabledpull/435/head
commit
8ddcaa839e
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@ -1,29 +1,24 @@
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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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{
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/*
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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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Now whenever the cursor leaves the component, it will force the UI component to revert to un-highlighted.
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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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/// <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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/// 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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/// </summary>
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[AddComponentMenu("UI/Extensions/ResetSelectableHighlight", 31)]
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[RequireComponent(typeof(Selectable))]
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public class ResetSelectableHighlight : MonoBehaviour, IPointerExitHandler
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{
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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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void Awake()
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private void Awake()
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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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attachedSelectable = GetComponent<Selectable>();
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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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{
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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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}
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}
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