mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 21:25:09 +00:00
119 lines
No EOL
3 KiB
C#
119 lines
No EOL
3 KiB
C#
/// Credit AriathTheWise, Sfyne
|
|
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1796783
|
|
/// Additional disabled - https://bitbucket.org/SimonDarksideJ/unity-ui-extensions/issues/47/uiselectableextension-_pressed-bug
|
|
/// Extended to include a HELD state that continually fires while the button is held down.
|
|
/// Refactored so it can be added to any button and expose the events in the editor.
|
|
|
|
using UnityEngine.Events;
|
|
using UnityEngine.EventSystems;
|
|
|
|
namespace UnityEngine.UI.Extensions
|
|
{
|
|
/// <summary>
|
|
/// UIButton
|
|
/// </summary>
|
|
[AddComponentMenu("UI/Extensions/UI Selectable Extension")]
|
|
[RequireComponent(typeof(Selectable))]
|
|
public class UISelectableExtension : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
|
|
{
|
|
#region Sub-Classes
|
|
[System.Serializable]
|
|
public class UIButtonEvent : UnityEvent<PointerEventData.InputButton> { }
|
|
#endregion
|
|
|
|
#region Events
|
|
[Tooltip("Event that fires when a button is initially pressed down")]
|
|
public UIButtonEvent OnButtonPress;
|
|
[Tooltip("Event that fires when a button is released")]
|
|
public UIButtonEvent OnButtonRelease;
|
|
[Tooltip("Event that continually fires while a button is held down")]
|
|
public UIButtonEvent OnButtonHeld;
|
|
#endregion
|
|
|
|
private bool _pressed;
|
|
private PointerEventData _heldEventData;
|
|
|
|
void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
|
|
{
|
|
//Can't set the state as it's too locked down.
|
|
//DoStateTransition(SelectionState.Pressed, false);
|
|
|
|
if (OnButtonPress != null)
|
|
{
|
|
OnButtonPress.Invoke(eventData.button);
|
|
}
|
|
_pressed = true;
|
|
_heldEventData = eventData;
|
|
}
|
|
|
|
|
|
void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
|
|
{
|
|
//DoStateTransition(SelectionState.Normal, false);
|
|
|
|
if (OnButtonRelease != null)
|
|
{
|
|
OnButtonRelease.Invoke(eventData.button);
|
|
}
|
|
_pressed = false;
|
|
_heldEventData = null;
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (!_pressed)
|
|
return;
|
|
|
|
if (OnButtonHeld != null)
|
|
{
|
|
OnButtonHeld.Invoke(_heldEventData.button);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Test method to verify a control has been clicked
|
|
/// </summary>
|
|
public void TestClicked()
|
|
{
|
|
#if DEBUG || UNITY_EDITOR
|
|
Debug.Log("Control Clicked");
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Test method to verify a control is pressed
|
|
/// </summary>
|
|
public void TestPressed()
|
|
{
|
|
#if DEBUG || UNITY_EDITOR
|
|
Debug.Log("Control Pressed");
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// est method to verify if a control is released
|
|
/// </summary>
|
|
public void TestReleased()
|
|
{
|
|
#if DEBUG || UNITY_EDITOR
|
|
Debug.Log("Control Released");
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// est method to verify if a control is being held
|
|
/// </summary>
|
|
public void TestHold()
|
|
{
|
|
#if DEBUG || UNITY_EDITOR
|
|
Debug.Log("Control Held");
|
|
#endif
|
|
}
|
|
|
|
//Fixed UISelectableExtension inactive bug (if gameObject becomes inactive while button is held down it never goes back to _pressed = false)
|
|
void OnDisable()
|
|
{
|
|
_pressed = false;
|
|
}
|
|
}
|
|
} |