93 lines
3.3 KiB
C#
93 lines
3.3 KiB
C#
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using System;
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using UnityEngine;
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namespace UnityEditor.U2D.Path.GUIFramework
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{
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/// <summary>
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/// SliderAction implementation of a ClickAction
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/// </summary>
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public class SliderAction : ClickAction
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{
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private SliderData m_SliderData;
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/// <summary>
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/// Action for OnSliderBegin
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/// </summary>
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public Action<IGUIState, Control, Vector3> onSliderBegin;
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/// <summary>
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/// Action for OnSliderChanged
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/// </summary>
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public Action<IGUIState, Control, Vector3> onSliderChanged;
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/// <summary>
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/// Action for OnSliderEnd
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/// </summary>
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public Action<IGUIState, Control, Vector3> onSliderEnd;
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/// <summary>
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/// Initializes and returns an instance of SliderAction
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/// </summary>
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/// <param name="control">The control to execcute an action for on slide.</param>
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public SliderAction(Control control) : base(control, 0, false)
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{
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}
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/// <summary>
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/// Checks to see if the finish condition has been met or not.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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/// <returns>Returns `true` if the finish condition has been met. Otherwise, returns `false`.</returns>
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protected override bool GetFinishContidtion(IGUIState guiState)
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{
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return guiState.eventType == EventType.MouseUp && guiState.mouseButton == 0;
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}
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/// <summary>
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/// Called when there is interaction with the slider. It updates the stored slider data with data post-interaction.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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protected override void OnTrigger(IGUIState guiState)
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{
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base.OnTrigger(guiState);
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m_SliderData.position = hoveredControl.hotLayoutData.position;
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m_SliderData.forward = hoveredControl.hotLayoutData.forward;
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m_SliderData.right = hoveredControl.hotLayoutData.right;
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m_SliderData.up = hoveredControl.hotLayoutData.up;
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if (onSliderBegin != null)
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onSliderBegin(guiState, hoveredControl, m_SliderData.position);
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}
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/// <summary>
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/// Post-processing for when the slider interaction finishes.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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protected override void OnFinish(IGUIState guiState)
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{
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if (onSliderEnd != null)
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onSliderEnd(guiState, hoveredControl, m_SliderData.position);
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guiState.UseEvent();
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guiState.Repaint();
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}
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/// <summary>
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/// Moves the slider to the new permission and executes `onSliderChanged` using the new position.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor</param>
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protected override void OnPerform(IGUIState guiState)
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{
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Vector3 newPosition;
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var changed = guiState.Slider(ID, m_SliderData, out newPosition);
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if (changed)
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{
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m_SliderData.position = newPosition;
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if (onSliderChanged != null)
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onSliderChanged(guiState, hoveredControl, newPosition);
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}
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}
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}
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}
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