天津23维预案
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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System;
using System.Collections;
namespace UIWidgets {
/// <summary>
/// Spinner validation.
/// </summary>
public enum SpinnerValidation {
OnKeyDown = 0,
OnEndInput = 1,
}
/// <summary>
/// Spinner base class.
/// </summary>
abstract public class SpinnerBase<T> : InputField, IPointerDownHandler
where T : struct
{
/// <summary>
/// The min.
/// </summary>
[SerializeField]
protected T _min;
/// <summary>
/// The max.
/// </summary>
[SerializeField]
protected T _max;
/// <summary>
/// The step.
/// </summary>
[SerializeField]
protected T _step;
/// <summary>
/// The value.
/// </summary>
[SerializeField]
protected T _value;
/// <summary>
/// The validation type.
/// </summary>
[SerializeField]
public SpinnerValidation Validation = SpinnerValidation.OnKeyDown;
/// <summary>
/// Delay of hold in seconds for permanent increase/descrease value.
/// </summary>
[SerializeField]
public float HoldStartDelay = 0.5f;
/// <summary>
/// Delay of hold in seconds between increase/descrease value.
/// </summary>
[SerializeField]
public float HoldChangeDelay = 0.1f;
/// <summary>
/// Gets or sets the minimum.
/// </summary>
/// <value>The minimum.</value>
public T Min {
get {
return _min;
}
set {
_min = value;
}
}
/// <summary>
/// Gets or sets the maximum.
/// </summary>
/// <value>The maximum.</value>
public T Max {
get {
return _max;
}
set {
_max = value;
}
}
/// <summary>
/// Gets or sets the step.
/// </summary>
/// <value>The step.</value>
public T Step {
get {
return _step;
}
set {
_step = value;
}
}
/// <summary>
/// Gets or sets the value.
/// </summary>
/// <value>The value.</value>
public T Value {
get {
return _value;
}
set {
SetValue(value);
}
}
/// <summary>
/// The plus button.
/// </summary>
[SerializeField]
protected ButtonAdvanced _plusButton;
/// <summary>
/// The minus button.
/// </summary>
[SerializeField]
protected ButtonAdvanced _minusButton;
/// <summary>
/// Gets or sets the plus button.
/// </summary>
/// <value>The plus button.</value>
public ButtonAdvanced PlusButton {
get {
return _plusButton;
}
set {
if (_plusButton!=null)
{
_plusButton.onClick.RemoveListener(OnPlusClick);
_plusButton.onPointerDown.RemoveListener(OnPlusButtonDown);
_plusButton.onPointerUp.RemoveListener(OnPlusButtonUp);
}
_plusButton = value;
if (_plusButton!=null)
{
_plusButton.onClick.AddListener(OnPlusClick);
_plusButton.onPointerDown.AddListener(OnPlusButtonDown);
_plusButton.onPointerUp.AddListener(OnPlusButtonUp);
}
}
}
/// <summary>
/// Gets or sets the minus button.
/// </summary>
/// <value>The minus button.</value>
public ButtonAdvanced MinusButton {
get {
return _minusButton;
}
set {
if (_minusButton!=null)
{
_minusButton.onClick.RemoveListener(OnMinusClick);
_minusButton.onPointerDown.RemoveListener(OnMinusButtonDown);
_minusButton.onPointerUp.RemoveListener(OnMinusButtonUp);
}
_minusButton = value;
if (_minusButton!=null)
{
_minusButton.onClick.AddListener(OnMinusClick);
_minusButton.onPointerDown.AddListener(OnMinusButtonDown);
_minusButton.onPointerUp.AddListener(OnMinusButtonUp);
}
}
}
/// <summary>
/// onPlusClick event.
/// </summary>
public UnityEvent onPlusClick = new UnityEvent();
/// <summary>
/// onMinusClick event.
/// </summary>
public UnityEvent onMinusClick = new UnityEvent();
/// <summary>
/// Increase value on step.
/// </summary>
abstract public void Plus();
/// <summary>
/// Decrease value on step.
/// </summary>
abstract public void Minus();
/// <summary>
/// Sets the value.
/// </summary>
/// <param name="newValue">New value.</param>
abstract protected void SetValue(T newValue);
/// <summary>
/// Start this instance.
/// </summary>
protected override void Start()
{
base.Start();
onValidateInput = SpinnerValidate;
#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
onValueChange.AddListener(ValueChange);
#else
onValueChanged.AddListener(ValueChange);
#endif
onEndEdit.AddListener(ValueEndEdit);
PlusButton = _plusButton;
MinusButton = _minusButton;
Value = _value;
}
IEnumerator HoldPlus()
{
yield return new WaitForSeconds(HoldStartDelay);
while (true)
{
Plus();
yield return new WaitForSeconds(HoldChangeDelay);
}
}
IEnumerator HoldMinus()
{
yield return new WaitForSeconds(HoldStartDelay);
while (true)
{
Minus();
yield return new WaitForSeconds(HoldChangeDelay);
}
}
/// <summary>
/// Raises the minus click event.
/// </summary>
public void OnMinusClick()
{
Minus();
onMinusClick.Invoke();
}
/// <summary>
/// Raises the plus click event.
/// </summary>
public void OnPlusClick()
{
Plus();
onPlusClick.Invoke();
}
IEnumerator corutine;
/// <summary>
/// Raises the plus button down event.
/// </summary>
/// <param name="eventData">Current event data.</param>
public void OnPlusButtonDown(PointerEventData eventData)
{
if (corutine!=null)
{
StopCoroutine(corutine);
}
corutine = HoldPlus();
StartCoroutine(corutine);
}
/// <summary>
/// Raises the plus button up event.
/// </summary>
/// <param name="eventData">Current event data.</param>
public void OnPlusButtonUp(PointerEventData eventData)
{
StopCoroutine(corutine);
}
/// <summary>
/// Raises the minus button down event.
/// </summary>
/// <param name="eventData">Current event data.</param>
public void OnMinusButtonDown(PointerEventData eventData)
{
if (corutine!=null)
{
StopCoroutine(corutine);
}
corutine = HoldMinus();
StartCoroutine(corutine);
}
/// <summary>
/// Raises the minus button up event.
/// </summary>
/// <param name="eventData">Current event data.</param>
public void OnMinusButtonUp(PointerEventData eventData)
{
StopCoroutine(corutine);
}
/// <summary>
/// Ons the destroy.
/// </summary>
protected virtual void onDestroy()
{
#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
onValueChange.RemoveListener(ValueChange);
#else
onValueChanged.RemoveListener(ValueChange);
#endif
onEndEdit.RemoveListener(ValueEndEdit);
PlusButton = null;
MinusButton = null;
}
/// <summary>
/// Called when value changed.
/// </summary>
/// <param name="value">Value.</param>
abstract protected void ValueChange(string value);
/// <summary>
/// Called when end edit.
/// </summary>
/// <param name="value">Value.</param>
abstract protected void ValueEndEdit(string value);
char SpinnerValidate(string validateText, int charIndex, char addedChar)
{
if (SpinnerValidation.OnEndInput==Validation)
{
return ValidateShort(validateText, charIndex, addedChar);
}
else
{
return ValidateFull(validateText, charIndex, addedChar);
}
}
/// <summary>
/// Validate when key down for Validation=OnEndInput.
/// </summary>
/// <returns>The char.</returns>
/// <param name="validateText">Validate text.</param>
/// <param name="charIndex">Char index.</param>
/// <param name="addedChar">Added char.</param>
abstract protected char ValidateShort(string validateText, int charIndex, char addedChar);
/// <summary>
/// Validates when key down for Validation=OnKeyDown.
/// </summary>
/// <returns>The char.</returns>
/// <param name="validateText">Validate text.</param>
/// <param name="charIndex">Char index.</param>
/// <param name="addedChar">Added char.</param>
abstract protected char ValidateFull(string validateText, int charIndex, char addedChar);
/// <summary>
/// Clamps a value between a minimum and maximum value.
/// </summary>
/// <returns>The bounds.</returns>
/// <param name="value">Value.</param>
abstract protected T InBounds(T value);
}
}