OldBlueWater/BlueWater/Assets/Doozy/Runtime/UIManager/Visual/UISelectableSpriteSwapper.cs

123 lines
4.5 KiB
C#

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