using System; using UnityEngine.Events; using UnityEngine.EventSystems; using UnityEngine.Serialization; namespace UnityEngine.UI { /// /// Simple toggle -- something that has an 'on' and 'off' states: checkbox, toggle button, radio button, etc. /// [AddComponentMenu("UI/Extensions/Extensions Toggle", 31)] [RequireComponent(typeof(RectTransform))] public class ExtensionsToggle : Selectable, IPointerClickHandler, ISubmitHandler, ICanvasElement { /// /// Variable to identify this script, change the datatype if needed to fit your use case /// public string UniqueID; public enum ToggleTransition { None, Fade } [Serializable] public class ToggleEvent : UnityEvent { } [Serializable] public class ToggleEventObject : UnityEvent { } /// /// Transition type. /// public ToggleTransition toggleTransition = ToggleTransition.Fade; /// /// Graphic the toggle should be working with. /// public Graphic graphic; // group that this toggle can belong to [SerializeField] private ExtensionsToggleGroup m_Group; public ExtensionsToggleGroup Group { get { return m_Group; } set { m_Group = value; #if UNITY_EDITOR if (Application.isPlaying) #endif { SetToggleGroup(m_Group, true); PlayEffect(true); } } } /// /// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers. /// [Tooltip("Use this event if you only need the bool state of the toggle that was changed")] public ToggleEvent onValueChanged = new ToggleEvent(); /// /// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers. /// [Tooltip("Use this event if you need access to the toggle that was changed")] public ToggleEventObject onToggleChanged = new ToggleEventObject(); // Whether the toggle is on [FormerlySerializedAs("m_IsActive")] [Tooltip("Is the toggle currently on or off?")] [SerializeField] private bool m_IsOn; protected ExtensionsToggle() { } #if UNITY_EDITOR protected override void OnValidate() { base.OnValidate(); Set(m_IsOn, false); PlayEffect(toggleTransition == ToggleTransition.None); var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this); if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying) CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); } #endif // if UNITY_EDITOR public virtual void Rebuild(CanvasUpdate executing) { #if UNITY_EDITOR if (executing == CanvasUpdate.Prelayout) { onValueChanged.Invoke(m_IsOn); onToggleChanged.Invoke(this); } #endif } public virtual void LayoutComplete() { } public virtual void GraphicUpdateComplete() { } protected override void OnEnable() { base.OnEnable(); SetToggleGroup(m_Group, false); PlayEffect(true); } protected override void OnDisable() { SetToggleGroup(null, false); base.OnDisable(); } protected override void OnDidApplyAnimationProperties() { // Check if isOn has been changed by the animation. // Unfortunately there is no way to check if we don't have a graphic. if (graphic != null) { bool oldValue = !Mathf.Approximately(graphic.canvasRenderer.GetColor().a, 0); if (m_IsOn != oldValue) { m_IsOn = oldValue; Set(!oldValue); } } base.OnDidApplyAnimationProperties(); } private void SetToggleGroup(ExtensionsToggleGroup newGroup, bool setMemberValue) { ExtensionsToggleGroup oldGroup = m_Group; // Sometimes IsActive returns false in OnDisable so don't check for it. // Rather remove the toggle too often than too little. if (m_Group != null) m_Group.UnregisterToggle(this); // At runtime the group variable should be set but not when calling this method from OnEnable or OnDisable. // That's why we use the setMemberValue parameter. if (setMemberValue) m_Group = newGroup; // Only register to the new group if this Toggle is active. if (m_Group != null && IsActive()) m_Group.RegisterToggle(this); // If we are in a new group, and this toggle is on, notify group. // Note: Don't refer to m_Group here as it's not guaranteed to have been set. if (newGroup != null && newGroup != oldGroup && IsOn && IsActive()) m_Group.NotifyToggleOn(this); } /// /// Whether the toggle is currently active. /// public bool IsOn { get { return m_IsOn; } set { Set(value); } } void Set(bool value) { Set(value, true); } void Set(bool value, bool sendCallback) { if (m_IsOn == value) return; // if we are in a group and set to true, do group logic m_IsOn = value; if (m_Group != null && IsActive()) { if (m_IsOn || (!m_Group.AnyTogglesOn() && !m_Group.AllowSwitchOff)) { m_IsOn = true; m_Group.NotifyToggleOn(this); } } // Always send event when toggle is clicked, even if value didn't change // due to already active toggle in a toggle group being clicked. // Controls like Dropdown rely on this. // It's up to the user to ignore a selection being set to the same value it already was, if desired. PlayEffect(toggleTransition == ToggleTransition.None); if (sendCallback) { onValueChanged.Invoke(m_IsOn); onToggleChanged.Invoke(this); } } /// /// Play the appropriate effect. /// private void PlayEffect(bool instant) { if (graphic == null) return; #if UNITY_EDITOR if (!Application.isPlaying) graphic.canvasRenderer.SetAlpha(m_IsOn ? 1f : 0f); else #endif graphic.CrossFadeAlpha(m_IsOn ? 1f : 0f, instant ? 0f : 0.1f, true); } /// /// Assume the correct visual state. /// protected override void Start() { PlayEffect(true); } private void InternalToggle() { if (!IsActive() || !IsInteractable()) return; IsOn = !IsOn; } /// /// React to clicks. /// public virtual void OnPointerClick(PointerEventData eventData) { if (eventData.button != PointerEventData.InputButton.Left) return; InternalToggle(); } public virtual void OnSubmit(BaseEventData eventData) { InternalToggle(); } } }