mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
269 lines
8 KiB
C#
269 lines
8 KiB
C#
using System;
|
|
using UnityEngine.Events;
|
|
using UnityEngine.EventSystems;
|
|
using UnityEngine.Serialization;
|
|
|
|
namespace UnityEngine.UI
|
|
{
|
|
/// <summary>
|
|
/// Simple toggle -- something that has an 'on' and 'off' states: checkbox, toggle button, radio button, etc.
|
|
/// </summary>
|
|
[AddComponentMenu("UI/Extensions/Extensions Toggle", 31)]
|
|
[RequireComponent(typeof(RectTransform))]
|
|
public class ExtensionsToggle : Selectable, IPointerClickHandler, ISubmitHandler, ICanvasElement
|
|
{
|
|
/// <summary>
|
|
/// Variable to identify this script, change the datatype if needed to fit your use case
|
|
/// </summary>
|
|
public string UniqueID;
|
|
|
|
public enum ToggleTransition
|
|
{
|
|
None,
|
|
Fade
|
|
}
|
|
|
|
[Serializable]
|
|
public class ToggleEvent : UnityEvent<bool>
|
|
{ }
|
|
|
|
[Serializable]
|
|
public class ToggleEventObject : UnityEvent<ExtensionsToggle>
|
|
{ }
|
|
|
|
/// <summary>
|
|
/// Transition type.
|
|
/// </summary>
|
|
public ToggleTransition toggleTransition = ToggleTransition.Fade;
|
|
|
|
/// <summary>
|
|
/// Graphic the toggle should be working with.
|
|
/// </summary>
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.
|
|
/// </summary>
|
|
[Tooltip("Use this event if you only need the bool state of the toggle that was changed")]
|
|
public ToggleEvent onValueChanged = new ToggleEvent();
|
|
|
|
|
|
/// <summary>
|
|
/// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.
|
|
/// </summary>
|
|
[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);
|
|
#if UNITY_2018_3_OR_NEWER
|
|
if (!Application.isPlaying)
|
|
#else
|
|
var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);
|
|
if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
|
|
#endif
|
|
{
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether the toggle is currently active.
|
|
/// </summary>
|
|
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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Play the appropriate effect.
|
|
/// </summary>
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assume the correct visual state.
|
|
/// </summary>
|
|
protected override void Start()
|
|
{
|
|
PlayEffect(true);
|
|
}
|
|
|
|
private void InternalToggle()
|
|
{
|
|
if (!IsActive() || !IsInteractable())
|
|
return;
|
|
|
|
IsOn = !IsOn;
|
|
}
|
|
|
|
/// <summary>
|
|
/// React to clicks.
|
|
/// </summary>
|
|
public virtual void OnPointerClick(PointerEventData eventData)
|
|
{
|
|
if (eventData.button != PointerEventData.InputButton.Left)
|
|
return;
|
|
|
|
InternalToggle();
|
|
}
|
|
|
|
public virtual void OnSubmit(BaseEventData eventData)
|
|
{
|
|
InternalToggle();
|
|
}
|
|
}
|
|
}
|