/// Credit SimonDarksideJ /// Sourced from - Issue Proposal #153 using UnityEngine.EventSystems; namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/UI Highlightable Extension")] [RequireComponent(typeof(RectTransform), typeof(Graphic))] public class UIHighlightable : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler { private Graphic m_Graphic; private bool m_Highlighted; private bool m_Pressed; [System.Serializable] public class InteractableChangedEvent : Events.UnityEvent { } [System.Serializable] public class HighlightChangedEvent : Events.UnityEvent { } [System.Serializable] public class PressChangedEvent : Events.UnityEvent { } [SerializeField][Tooltip("Can this panel be interacted with or is it disabled? (does not affect child components)")] private bool m_Interactable = true; [SerializeField][Tooltip("Does the panel remain in the pressed state when clicked? (default false)")] private bool m_ClickToHold; public bool Interactable { get { return m_Interactable; } set { m_Interactable = value; HighlightInteractable(m_Graphic); OnInteractableChanged.Invoke(m_Interactable); if(!m_Interactable) { if(m_Highlighted) { m_Highlighted = false; OnHighlightChanged.Invoke(false); } if(m_Pressed) { m_Pressed = false; OnPressChanged.Invoke(false); } } } } public bool ClickToHold { get { return m_ClickToHold; } set { m_ClickToHold = value; if(!m_ClickToHold && m_Pressed) { m_Pressed = false; OnPressChanged.Invoke(false); } } } public bool Highlighted { get { return m_Highlighted; } set { if(m_Highlighted != value) { m_Highlighted = value; HighlightInteractable(m_Graphic); if(m_Interactable) { OnHighlightChanged.Invoke(m_Highlighted); } } } } public bool Pressed { get { return m_Pressed; } set { if(m_Pressed != value) { m_Pressed = value; m_Graphic.color = (m_Pressed ? PressedColor : NormalColor); if(m_Interactable) { OnPressChanged.Invoke(m_Pressed); } } } } [Tooltip("The default color for the panel")] public Color NormalColor = Color.grey; [Tooltip("The color for the panel when a mouse is over it or it is in focus")] public Color HighlightedColor = Color.yellow; [Tooltip("The color for the panel when it is clicked/held")] public Color PressedColor = Color.green; [Tooltip("The color for the panel when it is not interactable (see Interactable)")] public Color DisabledColor = Color.gray; [Tooltip("Event for when the panel is enabled / disabled, to enable disabling / enabling of child or other gameobjects")] public InteractableChangedEvent OnInteractableChanged; [Tooltip("Event for when the panel highlight state is activated or deactivated")] public HighlightChangedEvent OnHighlightChanged; [Tooltip("Event for when the panel press state is activated or deactivated")] public PressChangedEvent OnPressChanged; void Awake() { m_Graphic = GetComponent(); } public void OnPointerEnter(PointerEventData eventData) { if (Interactable && !m_Pressed) { m_Highlighted = true; m_Graphic.color = HighlightedColor; OnHighlightChanged.Invoke(true); } } public void OnPointerExit(PointerEventData eventData) { if (Interactable && !m_Pressed) { m_Highlighted = false; m_Graphic.color = NormalColor; OnHighlightChanged.Invoke(false); } } public void OnPointerDown(PointerEventData eventData) { if (Interactable) { m_Graphic.color = PressedColor; if (ClickToHold) { if(m_Pressed) { m_Pressed = false; } else { m_Pressed = true; OnPressChanged.Invoke(true); } } else { OnPressChanged.Invoke(true); } } } public void OnPointerUp(PointerEventData eventData) { if(!m_Pressed) { HighlightInteractable(m_Graphic); if(m_Interactable) { OnPressChanged.Invoke(false); } } } private void HighlightInteractable(Graphic graphic) { if (m_Interactable) { if (m_Highlighted) { graphic.color = HighlightedColor; } else { graphic.color = NormalColor; } } else { graphic.color = DisabledColor; } } #if UNITY_EDITOR private void OnValidate() { HighlightInteractable(GetComponent()); } #endif } }