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119 lines
No EOL
3.6 KiB
C#
119 lines
No EOL
3.6 KiB
C#
/// Credit SimonDarksideJ
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/// Sourced from - Issue Proposal #153
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/UI Highlightable Extension")]
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[RequireComponent(typeof(RectTransform), typeof(Graphic))]
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public class UIHighlightable : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler
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{
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private Graphic m_Graphic;
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private bool m_Highlighted;
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private bool m_Pressed;
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[System.Serializable]
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public class InteractableChangedEvent : Events.UnityEvent<bool> { }
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[SerializeField][Tooltip("Can this panel be interacted with or is it disabled? (does not affect child components)")]
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private bool m_Interactable = true;
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[SerializeField][Tooltip("Does the panel remain in the pressed state when clicked? (default false)")]
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private bool m_ClickToHold;
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public bool Interactable
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{
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get { return m_Interactable; }
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set
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{
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m_Interactable = value;
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HighlightInteractable(m_Graphic);
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OnInteractableChanged.Invoke(m_Interactable);
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}
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}
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public bool ClickToHold
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{
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get { return m_ClickToHold; }
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set { m_ClickToHold = value; }
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}
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[Tooltip("The default color for the panel")]
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public Color NormalColor = Color.grey;
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[Tooltip("The color for the panel when a mouse is over it or it is in focus")]
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public Color HighlightedColor = Color.yellow;
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[Tooltip("The color for the panel when it is clicked/held")]
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public Color PressedColor = Color.green;
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[Tooltip("The color for the panel when it is not interactable (see Interactable)")]
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public Color DisabledColor = Color.gray;
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[Tooltip("Event for when the panel is enabled / disabled, to enable disabling / enabling of child or other gameobjects")]
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public InteractableChangedEvent OnInteractableChanged;
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void Awake()
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{
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m_Graphic = GetComponent<Graphic>();
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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if (Interactable && !m_Pressed)
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{
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m_Highlighted = true;
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m_Graphic.color = HighlightedColor;
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}
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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if (Interactable && !m_Pressed)
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{
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m_Highlighted = false;
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m_Graphic.color = NormalColor;
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}
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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if (Interactable)
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{
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m_Graphic.color = PressedColor;
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if (ClickToHold)
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{
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m_Pressed = !m_Pressed;
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}
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}
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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if(!m_Pressed) HighlightInteractable(m_Graphic);
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}
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private void HighlightInteractable(Graphic graphic)
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{
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if (m_Interactable)
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{
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if (m_Highlighted)
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{
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graphic.color = HighlightedColor;
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}
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else
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{
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graphic.color = NormalColor;
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}
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}
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else
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{
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graphic.color = DisabledColor;
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}
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}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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HighlightInteractable(GetComponent<Graphic>());
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}
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#endif
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}
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} |