Singularity/Library/PackageCache/com.unity.2d.path@5.0.2/Editor/IMGUI/GUIFramework/SliderAction.cs
2024-05-06 11:45:45 -07:00

93 lines
3.3 KiB
C#

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