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namespace SRF.UI
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{
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using Internal;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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[ExecuteInEditMode]
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[AddComponentMenu(ComponentMenuPaths.StyleComponent)]
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public class StyleComponent : SRMonoBehaviour
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{
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private Style _activeStyle;
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private StyleRoot _cachedRoot;
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private Graphic _graphic;
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private bool _hasStarted;
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private Image _image;
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private Selectable _selectable;
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[SerializeField] [FormerlySerializedAs("StyleKey")] [HideInInspector] private string _styleKey;
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public bool IgnoreImage = false;
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public string StyleKey
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{
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get { return _styleKey; }
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set
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{
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_styleKey = value;
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Refresh(false);
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}
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}
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private void Start()
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{
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Refresh(true);
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_hasStarted = true;
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}
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private void OnEnable()
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{
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if (_hasStarted)
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{
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Refresh(false);
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// This method is not included in exported builds - don't worry about it showing up in the profiler.
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/// </summary>
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private void Update()
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{
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if (!Application.isPlaying)
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{
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ApplyStyle();
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}
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}
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#endif
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public void Refresh(bool invalidateCache)
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{
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if (string.IsNullOrEmpty(StyleKey))
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{
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_activeStyle = null;
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return;
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}
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if (!isActiveAndEnabled)
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{
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_cachedRoot = null;
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return;
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}
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if (_cachedRoot == null || invalidateCache)
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{
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_cachedRoot = GetStyleRoot();
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}
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if (_cachedRoot == null)
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{
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Debug.LogWarning("[StyleComponent] No active StyleRoot object found in parents.", this);
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_activeStyle = null;
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return;
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}
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var s = _cachedRoot.GetStyle(StyleKey);
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if (s == null)
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{
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Debug.LogWarning("[StyleComponent] Style not found ({0})".Fmt(StyleKey), this);
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_activeStyle = null;
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return;
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}
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_activeStyle = s;
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ApplyStyle();
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}
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/// <summary>
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/// Find the nearest enable style root component in parents
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/// </summary>
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/// <returns></returns>
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private StyleRoot GetStyleRoot()
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{
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var t = CachedTransform;
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StyleRoot root;
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var i = 0;
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do
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{
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root = t.GetComponentInParent<StyleRoot>();
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if (root != null)
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{
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t = root.transform.parent;
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}
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++i;
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if (i > 100)
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{
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Debug.LogWarning("Breaking Loop");
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break;
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}
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} while ((root != null && !root.enabled) && t != null);
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return root;
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}
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private void ApplyStyle()
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{
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if (_activeStyle == null)
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{
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return;
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}
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if (_graphic == null)
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{
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_graphic = GetComponent<Graphic>();
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}
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if (_selectable == null)
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{
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_selectable = GetComponent<Selectable>();
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}
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if (_image == null)
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{
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_image = GetComponent<Image>();
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}
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if (!IgnoreImage && _image != null)
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{
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_image.sprite = _activeStyle.Image;
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}
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if (_selectable != null)
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{
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var colours = _selectable.colors;
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colours.normalColor = _activeStyle.NormalColor;
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colours.highlightedColor = _activeStyle.HoverColor;
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colours.pressedColor = _activeStyle.ActiveColor;
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colours.disabledColor = _activeStyle.DisabledColor;
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colours.colorMultiplier = 1f;
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_selectable.colors = colours;
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if (_graphic != null)
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{
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_graphic.color = Color.white;
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}
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}
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else if (_graphic != null)
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{
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_graphic.color = _activeStyle.NormalColor;
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}
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}
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private void SRStyleDirty()
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{
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// If inactive, invalidate the cached root and return. Next time it is enabled
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// a new root will be found
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if (!CachedGameObject.activeInHierarchy)
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{
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_cachedRoot = null;
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return;
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}
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Refresh(true);
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}
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}
|
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}
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