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CrowdControl/Assets/3rd/D2D_Scripts/UI/Buttons/DButton.cs

97 lines
2.6 KiB
C#

1 month ago
using System;
using System.Linq;
using DG.Tweening;
using UltEvents;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace D2D.UI
{
/// <summary>
/// Lighter button class with more events.
/// </summary>
public class DButton : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler
{
public UltEvent Clicked;
[Tooltip("Alpha on button disabled")]
[SerializeField] protected float _disabledAlpha = .7f;
[Tooltip("For immediate clicks")]
[SerializeField] private bool _clickIsPointerDown;
[HideInInspector] public UltEvent PointerDown;
[HideInInspector] public UltEvent PointerUp;
[HideInInspector] public UltEvent MouseEnter;
[HideInInspector] public UltEvent MouseExit;
[HideInInspector] public bool needShowAdvancedProperties;
public bool IsInteractive
{
get => _isInteractive;
set
{
if (_isInteractive != value)
{
GetComponentsInChildren<MaskableGraphic>()?.ToList().
ForEach(m => m.DOFade(value ? 1 : _disabledAlpha, 0));
}
_isInteractive = value;
}
}
private bool _isInteractive = true;
[ContextMenu("Switch advanced")]
private void SetModeToNumeric() => needShowAdvancedProperties = !needShowAdvancedProperties;
public void SetPointerDownAsClick() => _clickIsPointerDown = true;
public void OnPointerClick(PointerEventData eventData)
{
if (!_isInteractive)
return;
if (!_clickIsPointerDown)
Clicked?.Invoke();
}
public void OnPointerDown(PointerEventData eventData)
{
if (!_isInteractive)
return;
PointerDown?.Invoke();
if (_clickIsPointerDown)
Clicked?.Invoke();
}
public void OnPointerUp(PointerEventData eventData)
{
if (!_isInteractive)
return;
PointerUp?.Invoke();
}
public void OnPointerEnter(PointerEventData eventData)
{
if (!_isInteractive)
return;
MouseEnter?.Invoke();
}
public void OnPointerExit(PointerEventData eventData)
{
if (!_isInteractive)
return;
MouseExit?.Invoke();
}
}
}