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422 lines
8.6 KiB
422 lines
8.6 KiB
2 years ago
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using System.Collections;
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namespace UIWidgets {
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/// <summary>
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/// Switch event.
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/// </summary>
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public class SwitchEvent : UnityEvent<bool> {
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}
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/// <summary>
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/// Switch direction.
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/// </summary>
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public enum SwitchDirection {
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LeftToRight,
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RightToLeft,
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BottomToTop,
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TopToBottom,
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}
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/// <summary>
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/// Switch.
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/// </summary>
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[AddComponentMenu("UI/UIWidgets/Switch")]
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public class Switch : Selectable, ISubmitHandler, IPointerClickHandler {
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/// <summary>
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/// Is on?
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/// </summary>
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[SerializeField]
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protected bool isOn;
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/// <summary>
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/// Gets or sets a value indicating whether this instance is on.
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/// </summary>
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/// <value><c>true</c> if this instance is on; otherwise, <c>false</c>.</value>
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public virtual bool IsOn {
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get {
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return isOn;
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}
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set {
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if (isOn!=value)
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{
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isOn = value;
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if (Group!=null)
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{
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if (isOn || (!Group.AnySwitchesOn() && !Group.AllowSwitchOff))
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{
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isOn = true;
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Group.NotifySwitchOn(this);
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}
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}
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Changed();
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}
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}
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}
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/// <summary>
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/// Switch group.
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/// </summary>
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[SerializeField]
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protected SwitchGroup Group;
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/// <summary>
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/// Gets or sets the switch group.
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/// </summary>
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/// <value>The switch group.</value>
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public virtual SwitchGroup SwitchGroup
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{
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get {
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return Group;
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}
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set {
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if (Group != null)
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{
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Group.UnregisterSwitch(this);
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}
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Group = value;
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if (Group != null)
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{
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Group.RegisterSwitch(this);
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if (IsOn)
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{
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Group.NotifySwitchOn(this);
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}
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}
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}
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}
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/// <summary>
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/// The direction.
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/// </summary>
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[SerializeField]
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protected SwitchDirection direction = SwitchDirection.LeftToRight;
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/// <summary>
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/// Gets or sets the direction.
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/// </summary>
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/// <value>The direction.</value>
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public SwitchDirection Direction {
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get {
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return direction;
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}
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set {
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direction = value;
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SetMarkPosition(false);
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}
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}
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/// <summary>
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/// The mark.
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/// </summary>
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[SerializeField]
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public RectTransform Mark;
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/// <summary>
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/// The mark.
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/// </summary>
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[SerializeField]
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public Graphic MarkGraphic;
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/// <summary>
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/// The background.
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/// </summary>
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[SerializeField]
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public Graphic Background;
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[SerializeField]
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Color markOnColor = new Color(1f, 1f, 1f, 1f);
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/// <summary>
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/// Gets or sets the color of the mark for On state.
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/// </summary>
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/// <value>The color of the mark for On state.</value>
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public Color MarkOnColor {
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get {
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return markOnColor;
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}
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set {
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markOnColor = value;
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SetMarkColor();
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}
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}
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[SerializeField]
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Color markOffColor = new Color(1f, 215f/255f, 115f/255f, 1f);
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/// <summary>
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/// Gets or sets the color of the mark for Off State.
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/// </summary>
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/// <value>The color of the mark for Off State.</value>
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public Color MarkOffColor {
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get {
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return markOffColor;
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}
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set {
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markOffColor = value;
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SetMarkColor();
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}
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}
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[SerializeField]
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Color backgroundOnColor = new Color(1f, 1f, 1f, 1f);
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/// <summary>
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/// Gets or sets the color of the background for On state.
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/// </summary>
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/// <value>The color of the background on.</value>
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public Color BackgroundOnColor {
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get {
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return backgroundOnColor;
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}
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set {
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backgroundOnColor = value;
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SetBackgroundColor();
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}
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}
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[SerializeField]
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Color backgroundOffColor = new Color(1f, 215f/255f, 115f/255f, 1f);
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/// <summary>
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/// Gets or sets the color of the background for Off State.
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/// </summary>
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/// <value>The color of the background off.</value>
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public Color BackgroundOffColor {
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get {
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return backgroundOffColor;
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}
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set {
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backgroundOffColor = value;
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SetBackgroundColor();
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}
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}
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/// <summary>
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/// The duration of the animation.
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/// </summary>
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[SerializeField]
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public float AnimationDuration = 0.3f;
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/// <summary>
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/// Use unscaled time.
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/// </summary>
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[SerializeField]
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public bool UnscaledTime;
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/// <summary>
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/// Callback executed when the IsOn of the switch is changed.
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/// </summary>
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[SerializeField]
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public SwitchEvent OnValueChanged = new SwitchEvent();
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protected override void Awake ()
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{
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base.Awake();
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SwitchGroup = Group;
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}
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/// <summary>
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/// Changed this instance.
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/// </summary>
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protected virtual void Changed()
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{
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SetMarkPosition();
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SetBackgroundColor();
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SetMarkColor();
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OnValueChanged.Invoke(IsOn);
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}
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/// <summary>
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/// The current corutine.
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/// </summary>
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protected Coroutine CurrentCorutine;
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/// <summary>
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/// Sets the mark position.
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/// </summary>
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/// <param name="animate">If set to <c>true</c> animate.</param>
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protected virtual void SetMarkPosition(bool animate=true)
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{
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if (CurrentCorutine!=null)
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{
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StopCoroutine(CurrentCorutine);
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}
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if (animate)
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{
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StartCoroutine(AnimateSwitch(IsOn, AnimationDuration));
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}
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else
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{
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SetMarkPosition(GetPosition(IsOn));
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}
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}
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/// <summary>
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/// Animates the switch.
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/// </summary>
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/// <returns>The switch.</returns>
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/// <param name="state">IsOn.</param>
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/// <param name="time">Time.</param>
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protected virtual IEnumerator AnimateSwitch(bool state, float time)
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{
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SetMarkPosition(GetPosition(!IsOn));
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var prev_position = GetPosition(!IsOn);
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var next_position = GetPosition(IsOn);
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var end_time = GetTime() + time;
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while (GetTime() <= end_time)
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{
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var distance = 1 - ((end_time - GetTime()) / time);
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var pos = Mathf.Lerp(prev_position, next_position, distance);
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SetMarkPosition(pos);
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yield return null;
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}
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SetMarkPosition(GetPosition(IsOn));
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}
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protected float GetTime()
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{
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return UnscaledTime ? Time.unscaledTime : Time.time;
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}
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/// <summary>
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/// Sets the mark position.
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/// </summary>
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/// <param name="position">Position.</param>
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protected virtual void SetMarkPosition(float position)
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{
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if (Mark==null)
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{
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return ;
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}
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if (IsHorizontal())
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{
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Mark.anchorMin = new Vector2(position, Mark.anchorMin.y);
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Mark.anchorMax = new Vector2(position, Mark.anchorMax.y);
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Mark.pivot = new Vector2(position, Mark.pivot.y);
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}
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else
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{
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Mark.anchorMin = new Vector2(Mark.anchorMin.x, position);
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Mark.anchorMax = new Vector2(Mark.anchorMax.x, position);
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Mark.pivot = new Vector2(Mark.pivot.x, position);
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}
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}
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/// <summary>
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/// Determines whether this instance is horizontal.
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/// </summary>
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/// <returns><c>true</c> if this instance is horizontal; otherwise, <c>false</c>.</returns>
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protected bool IsHorizontal()
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{
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return Direction==SwitchDirection.LeftToRight || Direction==SwitchDirection.RightToLeft;
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}
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/// <summary>
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/// Gets the position.
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/// </summary>
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/// <returns>The position.</returns>
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/// <param name="state">State.</param>
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protected float GetPosition(bool state)
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{
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switch (Direction)
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{
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case SwitchDirection.LeftToRight:
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case SwitchDirection.BottomToTop:
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return (state) ? 1f : 0f;
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//break;
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case SwitchDirection.RightToLeft:
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case SwitchDirection.TopToBottom:
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return (state) ? 0f : 1f;
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//break;
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}
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return 0f;
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}
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/// <summary>
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/// Sets the color of the background.
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/// </summary>
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protected virtual void SetBackgroundColor()
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{
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if (Background==null)
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{
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return ;
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}
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Background.color = (IsOn) ? BackgroundOnColor : BackgroundOffColor;
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}
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/// <summary>
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/// Sets the color of the mark.
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/// </summary>
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protected virtual void SetMarkColor()
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{
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if (MarkGraphic==null)
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{
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return ;
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}
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MarkGraphic.color = (IsOn) ? MarkOnColor : MarkOffColor;
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}
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/// <summary>
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/// Calls the changed.
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/// </summary>
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protected virtual void CallChanged()
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{
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if (!IsActive() || !IsInteractable())
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{
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return ;
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}
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IsOn = !IsOn;
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}
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#region ISubmitHandler implementation
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/// <summary>
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/// Called by a BaseInputModule when an OnSubmit event occurs.
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/// </summary>
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/// <param name="eventData">Event data.</param>
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public virtual void OnSubmit(BaseEventData eventData)
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{
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CallChanged();
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}
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#endregion
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#region IPointerClickHandler implementation
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/// <summary>
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/// Called by a BaseInputModule when an OnPointerClick event occurs.
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/// </summary>
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/// <param name="eventData">Event data.</param>
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public virtual void OnPointerClick(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Left)
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{
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return ;
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}
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CallChanged();
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}
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#endregion
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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base.OnValidate();
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SetMarkPosition(false);
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SetBackgroundColor();
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SetMarkColor();
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}
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#endif
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}
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}
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