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461 lines
24 KiB
461 lines
24 KiB
using System; // require keep for Windows Universal App |
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using UnityEngine; |
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#if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5) |
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using UnityEngine.EventSystems; |
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#endif |
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namespace UniRx.Triggers |
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{ |
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// for Component |
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public static partial class ObservableTriggerExtensions |
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{ |
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#region ObservableAnimatorTrigger |
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/// <summary>Callback for setting up animation IK (inverse kinematics).</summary> |
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public static IObservable<int> OnAnimatorIKAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<int>(); |
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return GetOrAddComponent<ObservableAnimatorTrigger>(component.gameObject).OnAnimatorIKAsObservable(); |
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} |
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/// <summary>Callback for processing animation movements for modifying root motion.</summary> |
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public static IObservable<Unit> OnAnimatorMoveAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableAnimatorTrigger>(component.gameObject).OnAnimatorMoveAsObservable(); |
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} |
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#endregion |
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#region ObservableCollision2DTrigger |
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/// <summary>Sent when an incoming collider makes contact with this object's collider (2D physics only).</summary> |
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public static IObservable<Collision2D> OnCollisionEnter2DAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collision2D>(); |
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return GetOrAddComponent<ObservableCollision2DTrigger>(component.gameObject).OnCollisionEnter2DAsObservable(); |
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} |
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/// <summary>Sent when a collider on another object stops touching this object's collider (2D physics only).</summary> |
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public static IObservable<Collision2D> OnCollisionExit2DAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collision2D>(); |
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return GetOrAddComponent<ObservableCollision2DTrigger>(component.gameObject).OnCollisionExit2DAsObservable(); |
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} |
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/// <summary>Sent each frame where a collider on another object is touching this object's collider (2D physics only).</summary> |
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public static IObservable<Collision2D> OnCollisionStay2DAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collision2D>(); |
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return GetOrAddComponent<ObservableCollision2DTrigger>(component.gameObject).OnCollisionStay2DAsObservable(); |
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} |
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#endregion |
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#region ObservableCollisionTrigger |
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/// <summary>OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.</summary> |
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public static IObservable<Collision> OnCollisionEnterAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collision>(); |
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return GetOrAddComponent<ObservableCollisionTrigger>(component.gameObject).OnCollisionEnterAsObservable(); |
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} |
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/// <summary>OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.</summary> |
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public static IObservable<Collision> OnCollisionExitAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collision>(); |
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return GetOrAddComponent<ObservableCollisionTrigger>(component.gameObject).OnCollisionExitAsObservable(); |
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} |
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/// <summary>OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.</summary> |
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public static IObservable<Collision> OnCollisionStayAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collision>(); |
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return GetOrAddComponent<ObservableCollisionTrigger>(component.gameObject).OnCollisionStayAsObservable(); |
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} |
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#endregion |
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#region ObservableDestroyTrigger |
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/// <summary>This function is called when the MonoBehaviour will be destroyed.</summary> |
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public static IObservable<Unit> OnDestroyAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Return(Unit.Default); // send destroy message |
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return GetOrAddComponent<ObservableDestroyTrigger>(component.gameObject).OnDestroyAsObservable(); |
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} |
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#endregion |
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#region ObservableEnableTrigger |
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/// <summary>This function is called when the object becomes enabled and active.</summary> |
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public static IObservable<Unit> OnEnableAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableEnableTrigger>(component.gameObject).OnEnableAsObservable(); |
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} |
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/// <summary>This function is called when the behaviour becomes disabled () or inactive.</summary> |
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public static IObservable<Unit> OnDisableAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableEnableTrigger>(component.gameObject).OnDisableAsObservable(); |
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} |
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#endregion |
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#region ObservableFixedUpdateTrigger |
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/// <summary>This function is called every fixed framerate frame, if the MonoBehaviour is enabled.</summary> |
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public static IObservable<Unit> FixedUpdateAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableFixedUpdateTrigger>(component.gameObject).FixedUpdateAsObservable(); |
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} |
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#endregion |
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#region ObservableLateUpdateTrigger |
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/// <summary>LateUpdate is called every frame, if the Behaviour is enabled.</summary> |
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public static IObservable<Unit> LateUpdateAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableLateUpdateTrigger>(component.gameObject).LateUpdateAsObservable(); |
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} |
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#endregion |
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#if !(UNITY_IPHONE || UNITY_ANDROID || UNITY_METRO) |
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#region ObservableMouseTrigger |
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/// <summary>OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.</summary> |
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public static IObservable<Unit> OnMouseDownAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableMouseTrigger>(component.gameObject).OnMouseDownAsObservable(); |
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} |
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/// <summary>OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.</summary> |
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public static IObservable<Unit> OnMouseDragAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableMouseTrigger>(component.gameObject).OnMouseDragAsObservable(); |
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} |
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/// <summary>OnMouseEnter is called when the mouse entered the GUIElement or Collider.</summary> |
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public static IObservable<Unit> OnMouseEnterAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableMouseTrigger>(component.gameObject).OnMouseEnterAsObservable(); |
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} |
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/// <summary>OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.</summary> |
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public static IObservable<Unit> OnMouseExitAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableMouseTrigger>(component.gameObject).OnMouseExitAsObservable(); |
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} |
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/// <summary>OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.</summary> |
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public static IObservable<Unit> OnMouseOverAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableMouseTrigger>(component.gameObject).OnMouseOverAsObservable(); |
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} |
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/// <summary>OnMouseUp is called when the user has released the mouse button.</summary> |
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public static IObservable<Unit> OnMouseUpAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableMouseTrigger>(component.gameObject).OnMouseUpAsObservable(); |
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} |
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/// <summary>OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.</summary> |
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public static IObservable<Unit> OnMouseUpAsButtonAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableMouseTrigger>(component.gameObject).OnMouseUpAsButtonAsObservable(); |
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} |
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#endregion |
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#endif |
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#region ObservableTrigger2DTrigger |
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/// <summary>Sent when another object enters a trigger collider attached to this object (2D physics only).</summary> |
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public static IObservable<Collider2D> OnTriggerEnter2DAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collider2D>(); |
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return GetOrAddComponent<ObservableTrigger2DTrigger>(component.gameObject).OnTriggerEnter2DAsObservable(); |
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} |
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/// <summary>Sent when another object leaves a trigger collider attached to this object (2D physics only).</summary> |
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public static IObservable<Collider2D> OnTriggerExit2DAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collider2D>(); |
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return GetOrAddComponent<ObservableTrigger2DTrigger>(component.gameObject).OnTriggerExit2DAsObservable(); |
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} |
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/// <summary>Sent each frame where another object is within a trigger collider attached to this object (2D physics only).</summary> |
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public static IObservable<Collider2D> OnTriggerStay2DAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collider2D>(); |
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return GetOrAddComponent<ObservableTrigger2DTrigger>(component.gameObject).OnTriggerStay2DAsObservable(); |
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} |
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#endregion |
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#region ObservableTriggerTrigger |
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/// <summary>OnTriggerEnter is called when the Collider other enters the trigger.</summary> |
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public static IObservable<Collider> OnTriggerEnterAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collider>(); |
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return GetOrAddComponent<ObservableTriggerTrigger>(component.gameObject).OnTriggerEnterAsObservable(); |
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} |
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/// <summary>OnTriggerExit is called when the Collider other has stopped touching the trigger.</summary> |
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public static IObservable<Collider> OnTriggerExitAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collider>(); |
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return GetOrAddComponent<ObservableTriggerTrigger>(component.gameObject).OnTriggerExitAsObservable(); |
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} |
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/// <summary>OnTriggerStay is called once per frame for every Collider other that is touching the trigger.</summary> |
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public static IObservable<Collider> OnTriggerStayAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Collider>(); |
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return GetOrAddComponent<ObservableTriggerTrigger>(component.gameObject).OnTriggerStayAsObservable(); |
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} |
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#endregion |
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#region ObservableUpdateTrigger |
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/// <summary>Update is called every frame, if the MonoBehaviour is enabled.</summary> |
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public static IObservable<Unit> UpdateAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableUpdateTrigger>(component.gameObject).UpdateAsObservable(); |
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} |
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#endregion |
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#region ObservableVisibleTrigger |
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/// <summary>OnBecameInvisible is called when the renderer is no longer visible by any camera.</summary> |
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public static IObservable<Unit> OnBecameInvisibleAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableVisibleTrigger>(component.gameObject).OnBecameInvisibleAsObservable(); |
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} |
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/// <summary>OnBecameVisible is called when the renderer became visible by any camera.</summary> |
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public static IObservable<Unit> OnBecameVisibleAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableVisibleTrigger>(component.gameObject).OnBecameVisibleAsObservable(); |
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} |
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#endregion |
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#if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5) |
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#region ObservableTransformChangedTrigger |
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/// <summary>Callback sent to the graphic before a Transform parent change occurs.</summary> |
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public static IObservable<Unit> OnBeforeTransformParentChangedAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableTransformChangedTrigger>(component.gameObject).OnBeforeTransformParentChangedAsObservable(); |
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} |
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/// <summary>This function is called when the parent property of the transform of the GameObject has changed.</summary> |
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public static IObservable<Unit> OnTransformParentChangedAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableTransformChangedTrigger>(component.gameObject).OnTransformParentChangedAsObservable(); |
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} |
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/// <summary>This function is called when the list of children of the transform of the GameObject has changed.</summary> |
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public static IObservable<Unit> OnTransformChildrenChangedAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableTransformChangedTrigger>(component.gameObject).OnTransformChildrenChangedAsObservable(); |
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} |
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#endregion |
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#region ObservableCanvasGroupChangedTrigger |
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/// <summary>Callback that is sent if the canvas group is changed.</summary> |
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public static IObservable<Unit> OnCanvasGroupChangedAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableCanvasGroupChangedTrigger>(component.gameObject).OnCanvasGroupChangedAsObservable(); |
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} |
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#endregion |
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#region ObservableRectTransformTrigger |
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/// <summary>Callback that is sent if an associated RectTransform has it's dimensions changed.</summary> |
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public static IObservable<Unit> OnRectTransformDimensionsChangeAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableRectTransformTrigger>(component.gameObject).OnRectTransformDimensionsChangeAsObservable(); |
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} |
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/// <summary>Callback that is sent if an associated RectTransform is removed.</summary> |
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public static IObservable<Unit> OnRectTransformRemovedAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableRectTransformTrigger>(component.gameObject).OnRectTransformRemovedAsObservable(); |
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} |
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#endregion |
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// uGUI |
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#region ObservableEventTrigger classes |
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public static IObservable<BaseEventData> OnDeselectAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<BaseEventData>(); |
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return GetOrAddComponent<ObservableDeselectTrigger>(component.gameObject).OnDeselectAsObservable(); |
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} |
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public static IObservable<AxisEventData> OnMoveAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<AxisEventData>(); |
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return GetOrAddComponent<ObservableMoveTrigger>(component.gameObject).OnMoveAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnPointerDownAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservablePointerDownTrigger>(component.gameObject).OnPointerDownAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnPointerEnterAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservablePointerEnterTrigger>(component.gameObject).OnPointerEnterAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnPointerExitAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservablePointerExitTrigger>(component.gameObject).OnPointerExitAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnPointerUpAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservablePointerUpTrigger>(component.gameObject).OnPointerUpAsObservable(); |
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} |
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public static IObservable<BaseEventData> OnSelectAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<BaseEventData>(); |
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return GetOrAddComponent<ObservableSelectTrigger>(component.gameObject).OnSelectAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnPointerClickAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservablePointerClickTrigger>(component.gameObject).OnPointerClickAsObservable(); |
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} |
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public static IObservable<BaseEventData> OnSubmitAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<BaseEventData>(); |
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return GetOrAddComponent<ObservableSubmitTrigger>(component.gameObject).OnSubmitAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnDragAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservableDragTrigger>(component.gameObject).OnDragAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnBeginDragAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservableBeginDragTrigger>(component.gameObject).OnBeginDragAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnEndDragAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservableEndDragTrigger>(component.gameObject).OnEndDragAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnDropAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservableDropTrigger>(component.gameObject).OnDropAsObservable(); |
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} |
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public static IObservable<BaseEventData> OnUpdateSelectedAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<BaseEventData>(); |
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return GetOrAddComponent<ObservableUpdateSelectedTrigger>(component.gameObject).OnUpdateSelectedAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnInitializePotentialDragAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservableInitializePotentialDragTrigger>(component.gameObject).OnInitializePotentialDragAsObservable(); |
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} |
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public static IObservable<BaseEventData> OnCancelAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<BaseEventData>(); |
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return GetOrAddComponent<ObservableCancelTrigger>(component.gameObject).OnCancelAsObservable(); |
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} |
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public static IObservable<PointerEventData> OnScrollAsObservable(this UIBehaviour component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<PointerEventData>(); |
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return GetOrAddComponent<ObservableScrollTrigger>(component.gameObject).OnScrollAsObservable(); |
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} |
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#endregion |
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#endif |
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#region ObservableParticleTrigger |
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/// <summary>OnParticleCollision is called when a particle hits a collider.</summary> |
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public static IObservable<GameObject> OnParticleCollisionAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<GameObject>(); |
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return GetOrAddComponent<ObservableParticleTrigger>(component.gameObject).OnParticleCollisionAsObservable(); |
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} |
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#if UNITY_5_4_OR_NEWER |
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/// <summary>OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.</summary> |
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public static IObservable<Unit> OnParticleTriggerAsObservable(this Component component) |
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{ |
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if (component == null || component.gameObject == null) return Observable.Empty<Unit>(); |
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return GetOrAddComponent<ObservableParticleTrigger>(component.gameObject).OnParticleTriggerAsObservable(); |
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} |
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#endif |
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#endregion |
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} |
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} |