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using TMPro;
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using UnityEngine;
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namespace D2D.UI
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{
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/// <summary>
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/// Big and juicy button. The opposite of flat button
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/// </summary>
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public class SpriteButton : DButton
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{
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[SerializeField] private RectTransform foreground;
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[SerializeField] private RectTransform background;
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[SerializeField] private TextMeshProUGUI text;
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private Vector3 releasePosition;
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private Vector3 pressPosition;
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private RectTransform textRect;
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private void OnEnable()
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{
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releasePosition = foreground.anchoredPosition;
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pressPosition = background.anchoredPosition;
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if (text != null)
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textRect = text.GetComponent<RectTransform>();
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PointerDown += SetPressed;
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PointerUp += SetReleased;
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}
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private void OnDisable()
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{
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PointerDown -= SetPressed;
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PointerUp -= SetReleased;
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}
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private void SetPressed()
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{
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foreground.anchoredPosition = pressPosition;
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background.gameObject.SetActive(false);
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if (text != null)
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textRect.anchoredPosition = pressPosition;
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}
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private void SetReleased()
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{
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foreground.anchoredPosition = releasePosition;
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background.gameObject.SetActive(true);
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if (text != null)
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textRect.anchoredPosition = releasePosition;
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}
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}
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}
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