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CrowdControl/Assets/Feel/NiceVibrations/Demo/_Common/Scripts/UI/MMSpriteReplace.cs

185 lines
4.6 KiB
C#

// Copyright (c) Meta Platforms, Inc. and affiliates.
using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
namespace Lofelt.NiceVibrations
{
/// <summary>
/// A class to add to an Image or SpriteRenderer to have it act like a button with a different sprite for on and off states
/// </summary>
public class MMSpriteReplace : MonoBehaviour
{
[Header("Sprites")]
/// the sprite to use when in the "on" state
public Sprite OnSprite;
/// the sprite to use when in the "off" state
public Sprite OffSprite;
[Header("Start settings")]
/// if this is true, the button will start if "on" state
public bool StartsOn = true;
/// the current state of the button
public bool CurrentValue { get { return (_image.sprite == OnSprite); } }
protected Image _image;
protected SpriteRenderer _spriteRenderer;
protected MMTouchButton _mmTouchButton;
/// <summary>
/// On Start we initialize our button
/// </summary>
protected virtual void Start()
{
Initialization();
}
/// <summary>
/// On init, we grab our image component, and set our sprite in its initial state
/// </summary>
protected virtual void Initialization()
{
// grabs components
_image = GetComponent<Image>();
_spriteRenderer = GetComponent<SpriteRenderer>();
// grabs button
_mmTouchButton = GetComponent<MMTouchButton>();
if (_mmTouchButton != null)
{
_mmTouchButton.ReturnToInitialSpriteAutomatically = false;
}
// handles start
if ((OnSprite == null) || (OffSprite == null))
{
return;
}
if (_image != null)
{
if (StartsOn)
{
_image.sprite = OnSprite;
}
else
{
_image.sprite = OffSprite;
}
}
if (_spriteRenderer != null)
{
if (StartsOn)
{
_spriteRenderer.sprite = OnSprite;
}
else
{
_spriteRenderer.sprite = OffSprite;
}
}
}
/// <summary>
/// A public method to change the sprite
/// </summary>
public virtual void Swap()
{
if (_image != null)
{
if (_image.sprite != OnSprite)
{
SwitchToOnSprite();
}
else
{
SwitchToOffSprite();
}
}
if (_spriteRenderer != null)
{
if (_spriteRenderer.sprite != OnSprite)
{
SwitchToOnSprite();
}
else
{
SwitchToOffSprite();
}
}
}
/// <summary>
/// a public method to switch to off sprite directly
/// </summary>
public virtual void SwitchToOffSprite()
{
if ((_image == null) && (_spriteRenderer == null))
{
return;
}
if (OffSprite == null)
{
return;
}
SpriteOff();
}
/// <summary>
/// sets the image's sprite to off
/// </summary>
protected virtual void SpriteOff()
{
if (_image != null)
{
_image.sprite = OffSprite;
}
if (_spriteRenderer != null)
{
_spriteRenderer.sprite = OffSprite;
}
}
/// <summary>
/// a public method to switch to on sprite directly
/// </summary>
public virtual void SwitchToOnSprite()
{
if ((_image == null) && (_spriteRenderer == null))
{
return;
}
if (OnSprite == null)
{
return;
}
SpriteOn();
}
/// <summary>
/// sets the image's sprite to on
/// </summary>
protected virtual void SpriteOn()
{
if (_image != null)
{
_image.sprite = OnSprite;
}
if (_spriteRenderer != null)
{
_spriteRenderer.sprite = OnSprite;
}
}
}
}