123 lines
4.5 KiB
C#
123 lines
4.5 KiB
C#
// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
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// This code can only be used under the standard Unity Asset Store End User License Agreement
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// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
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using System;
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using System.Collections.Generic;
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using Doozy.Runtime.Common.Utils;
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using Doozy.Runtime.Reactor.Targets;
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using Doozy.Runtime.Reactor.Ticker;
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using Doozy.Runtime.UIManager.Animators;
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using UnityEngine;
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// ReSharper disable MemberCanBePrivate.Global
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namespace Doozy.Runtime.UIManager.Visual
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{
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/// <summary>
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/// Specialized visual component used to swap a Sprites for a Reactor Sprite Target by listening to a UISelectable (controller) selection state changes.
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/// </summary>
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[AddComponentMenu("Doozy/UI/Components/Addons/UISelectable SpriteSwapper")]
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public class UISelectableSpriteSwapper : BaseUISelectableAnimator
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{
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("GameObject/Doozy/UI/Components/Addons/UISelectable SpriteSwapper", false, 8)]
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private static void CreateComponent(UnityEditor.MenuCommand menuCommand)
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{
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GameObjectUtils.AddToScene<UISelectableSpriteSwapper>("UISelectable SpriteSwapper", false, true);
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}
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#endif
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[SerializeField] private ReactorSpriteTarget SpriteTarget;
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/// <summary> Reference to a sprite target component </summary>
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public ReactorSpriteTarget spriteTarget => SpriteTarget;
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/// <summary> Check if a sprite target is referenced or not </summary>
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public bool hasSpriteTarget => SpriteTarget != null;
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[SerializeField] private Sprite NormalSprite;
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/// <summary> Container Normal Sprite </summary>
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public Sprite normalSprite => NormalSprite;
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[SerializeField] private Sprite HighlightedSprite;
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/// <summary> Container Highlighted Sprite </summary>
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public Sprite highlightedSprite => HighlightedSprite;
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[SerializeField] private Sprite PressedSprite;
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/// <summary> Container Pressed Sprite </summary>
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public Sprite pressedSprite => PressedSprite;
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[SerializeField] private Sprite SelectedSprite;
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/// <summary> Container Selected Sprite </summary>
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public Sprite selectedSprite => SelectedSprite;
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[SerializeField] private Sprite DisabledSprite;
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/// <summary> Container Disabled Sprite </summary>
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public Sprite disabledSprite => DisabledSprite;
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#if UNITY_EDITOR
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protected override void Reset()
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{
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FindTarget();
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base.Reset();
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}
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#endif
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public void FindTarget()
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{
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if (SpriteTarget != null)
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return;
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SpriteTarget = ReactorSpriteTarget.FindTarget(gameObject);
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UpdateSettings();
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}
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protected override void Awake()
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{
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FindTarget();
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UpdateSettings();
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base.Awake();
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}
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public override void UpdateSettings() {} //ignored
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public override void StopAllReactions() {} //ignored
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public override bool IsStateEnabled(UISelectionState state) =>
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true;
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public override void Play(UISelectionState state)
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{
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if (!hasSpriteTarget)
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return;
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switch (state)
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{
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case UISelectionState.Normal:
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if (normalSprite != null)
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SpriteTarget.SetSprite(normalSprite);
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break;
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case UISelectionState.Highlighted:
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if (highlightedSprite != null)
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SpriteTarget.SetSprite(highlightedSprite);
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break;
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case UISelectionState.Pressed:
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if (pressedSprite != null)
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SpriteTarget.SetSprite(pressedSprite);
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break;
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case UISelectionState.Selected:
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if (selectedSprite != null)
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SpriteTarget.SetSprite(selectedSprite);
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break;
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case UISelectionState.Disabled:
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if (disabledSprite != null)
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SpriteTarget.SetSprite(disabledSprite);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(state), state, null);
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}
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}
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public override void ResetToStartValues(bool forced = false) {} //ignored
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public override List<Heartbeat> SetHeartbeat<T>() { return null; } //ignored
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}
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}
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