/// Credit David Gileadi /// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/pull-requests/12 using System; using System.Collections; using UnityEngine.Events; using UnityEngine.EventSystems; namespace UnityEngine.UI.Extensions { // Segmented control, like a group of buttons [AddComponentMenu("UI/Extensions/Segmented Control/Segmented Control")] [RequireComponent(typeof(RectTransform))] public class SegmentedControl : UIBehaviour { private Selectable[] m_segments; [SerializeField] [Tooltip("A GameObject with an Image to use as a separator between segments. Size of the RectTransform will determine the size of the separator used.\nNote, make sure to disable the separator GO so that it does not affect the scene")] private Graphic m_separator; private float m_separatorWidth = 0; [SerializeField] [Tooltip("When True, it allows each button to be toggled on/off")] private bool m_allowSwitchingOff = false; [SerializeField] [Tooltip("The selected default for the control (zero indexed array)")] private int m_selectedSegmentIndex = -1; // Event delegates triggered on click. [SerializeField] [Tooltip("Event to fire once the selection has been changed")] private SegmentSelectedEvent m_onValueChanged = new SegmentSelectedEvent(); internal Selectable selectedSegment; protected float SeparatorWidth { get { if (m_separatorWidth == 0 && separator) { m_separatorWidth = separator.rectTransform.rect.width; var image = separator.GetComponent(); if (image) m_separatorWidth /= image.pixelsPerUnit; } return m_separatorWidth; } } [Serializable] public class SegmentSelectedEvent : UnityEvent { } public Selectable[] segments { get { if (m_segments == null || m_segments.Length == 0) { m_segments = GetChildSegments(); } return m_segments; } } public Graphic separator { get { return m_separator; } set { m_separator = value; m_separatorWidth = 0; LayoutSegments(); } } public bool allowSwitchingOff { get { return m_allowSwitchingOff; } set { m_allowSwitchingOff = value; } } public int selectedSegmentIndex { get { return Array.IndexOf(segments, selectedSegment); } set { value = Math.Max(value, -1); value = Math.Min(value, segments.Length - 1); if (m_selectedSegmentIndex == value) { return; } m_selectedSegmentIndex = value; if (selectedSegment) { var segment = selectedSegment.GetComponent(); if (segment) { segment.selected = false; } selectedSegment = null; } if (value != -1) { selectedSegment = segments[value]; var segment = selectedSegment.GetComponent(); if (segment) { segment.selected = true; } } } } public SegmentSelectedEvent onValueChanged { get { return m_onValueChanged; } set { m_onValueChanged = value; } } protected SegmentedControl() { } protected override void Start() { base.Start(); if (isActiveAndEnabled) StartCoroutine(DelayedInit()); } protected override void OnEnable() { StartCoroutine(DelayedInit()); } IEnumerator DelayedInit() { yield return null; LayoutSegments(); if (m_selectedSegmentIndex != -1) selectedSegmentIndex = m_selectedSegmentIndex; } #if UNITY_EDITOR protected override void OnValidate() { base.OnValidate(); if (isActiveAndEnabled) StartCoroutine(DelayedInit()); if (m_selectedSegmentIndex > transform.childCount) { selectedSegmentIndex = transform.childCount - 1; } } #endif private Selectable[] GetChildSegments() { var buttons = GetComponentsInChildren(); if (buttons.Length < 2) { throw new InvalidOperationException("A segmented control must have at least two Button children"); } for (int i = 0; i < buttons.Length; i++) { var segment = buttons[i].GetComponent(); if (segment != null) { segment.index = i; segment.segmentedControl = this; } } return buttons; } private void RecreateSprites() { for (int i = 0; i < segments.Length; i++) { if (segments[i].image == null) continue; var sprite = CutSprite(segments[i].image.sprite, i == 0, i == segments.Length - 1); var segment = segments[i].GetComponent(); if (segment) { segment.cutSprite = sprite; } segments[i].image.overrideSprite = sprite; } } static internal Sprite CutSprite(Sprite sprite, bool leftmost, bool rightmost) { if (sprite.border.x == 0 || sprite.border.z == 0) return sprite; var rect = sprite.rect; var border = sprite.border; if (!leftmost) { rect.xMin = border.x; border.x = 0; } if (!rightmost) { rect.xMax = border.z; border.z = 0; } return Sprite.Create(sprite.texture, rect, sprite.pivot, sprite.pixelsPerUnit, 0, SpriteMeshType.FullRect, border); } public void LayoutSegments() { RecreateSprites(); RectTransform transform = this.transform as RectTransform; float width = (transform.rect.width / segments.Length) - (SeparatorWidth * (segments.Length - 1)); for (int i = 0; i < segments.Length; i++) { float insetX = ((width + SeparatorWidth) * i); var rectTransform = segments[i].GetComponent(); rectTransform.anchorMin = Vector2.zero; rectTransform.anchorMax = Vector2.zero; rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, insetX, width); rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 0, transform.rect.height); if (separator && i > 0) { var sepTransform = gameObject.transform.Find("Separator " + i); Graphic sep = (sepTransform != null) ? sepTransform.GetComponent() : (GameObject.Instantiate(separator.gameObject) as GameObject).GetComponent(); sep.gameObject.name = "Separator " + i; sep.gameObject.SetActive(true); sep.rectTransform.SetParent(this.transform, false); sep.rectTransform.anchorMin = Vector2.zero; sep.rectTransform.anchorMax = Vector2.zero; sep.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, insetX - SeparatorWidth, SeparatorWidth); sep.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 0, transform.rect.height); } // TODO: maybe adjust text position } } } }