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diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs
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+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs
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+using System;
+using UnityEngine.Events;
+using UnityEngine.EventSystems;
+using UnityEngine.Serialization;
+
+namespace UnityEngine.UI
+{
+ /// <summary>
+ /// Simple toggle -- something that has an 'on' and 'off' states: checkbox, toggle button, radio button, etc.
+ /// </summary>
+ [AddComponentMenu("UI/Toggle", 31)]
+ [RequireComponent(typeof(RectTransform))]
+ public class Toggle
+ : Selectable
+ , IPointerClickHandler
+ , ISubmitHandler
+ , ICanvasElement // 编辑器下用到
+ {
+ public enum ToggleTransition
+ {
+ None,
+ Fade
+ }
+
+ [Serializable]
+ public class ToggleEvent : UnityEvent<bool>
+ {}
+
+ /// <summary>
+ /// Transition type.
+ /// </summary>
+ public ToggleTransition toggleTransition = ToggleTransition.Fade;
+
+ /// <summary>
+ /// Graphic the toggle should be working with.
+ /// </summary>
+ public Graphic graphic;
+
+ // group that this toggle can belong to
+ [SerializeField]
+ private ToggleGroup m_Group;
+
+ public ToggleGroup group
+ {
+ get { return m_Group; }
+ set
+ {
+ m_Group = value;
+#if UNITY_EDITOR
+ if (Application.isPlaying)
+#endif
+ {
+ SetToggleGroup(m_Group, true);
+ PlayEffect(true);
+ }
+ }
+ }
+
+ /// <summary>
+ /// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.
+ /// </summary>
+ public ToggleEvent onValueChanged = new ToggleEvent();
+
+ // Whether the toggle is on
+ [FormerlySerializedAs("m_IsActive")]
+ [Tooltip("Is the toggle currently on or off?")]
+ [SerializeField]
+ private bool m_IsOn;
+
+ protected Toggle()
+ {}
+
+#if UNITY_EDITOR
+ protected override void OnValidate()
+ {
+ base.OnValidate();
+
+ var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);
+ if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
+ CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
+ }
+
+#endif // if UNITY_EDITOR
+
+ public virtual void Rebuild(CanvasUpdate executing)
+ {
+#if UNITY_EDITOR
+ if (executing == CanvasUpdate.Prelayout)
+ onValueChanged.Invoke(m_IsOn);
+#endif
+ }
+
+ public virtual void LayoutComplete()
+ {}
+
+ public virtual void GraphicUpdateComplete()
+ {}
+
+ protected override void OnEnable()
+ {
+ base.OnEnable();
+ SetToggleGroup(m_Group, false);
+ PlayEffect(true);
+ }
+
+ protected override void OnDisable()
+ {
+ SetToggleGroup(null, false);
+ base.OnDisable();
+ }
+
+ protected override void OnDidApplyAnimationProperties()
+ {
+ // Check if isOn has been changed by the animation.
+ // Unfortunately there is no way to check if we don�t have a graphic.
+ if (graphic != null)
+ {
+ bool oldValue = !Mathf.Approximately(graphic.canvasRenderer.GetColor().a, 0);
+ if (m_IsOn != oldValue)
+ {
+ m_IsOn = oldValue;
+ Set(!oldValue);
+ }
+ }
+
+ base.OnDidApplyAnimationProperties();
+ }
+
+ private void SetToggleGroup(ToggleGroup newGroup, bool setMemberValue)
+ {
+ ToggleGroup oldGroup = m_Group;
+
+ // Sometimes IsActive returns false in OnDisable so don't check for it.
+ // Rather remove the toggle too often than too little.
+ if (m_Group != null)
+ m_Group.UnregisterToggle(this);
+
+ // At runtime the group variable should be set but not when calling this method from OnEnable or OnDisable.
+ // That's why we use the setMemberValue parameter.
+ if (setMemberValue)
+ m_Group = newGroup;
+
+ // Only register to the new group if this Toggle is active.
+ if (newGroup != null && IsActive())
+ newGroup.RegisterToggle(this);
+
+ // If we are in a new group, and this toggle is on, notify group.
+ // Note: Don't refer to m_Group here as it's not guaranteed to have been set.
+ if (newGroup != null && newGroup != oldGroup && isOn && IsActive())
+ newGroup.NotifyToggleOn(this);
+ }
+
+ /// <summary>
+ /// Whether the toggle is currently active.
+ /// </summary>
+ public bool isOn
+ {
+ get { return m_IsOn; }
+ set
+ {
+ Set(value);
+ }
+ }
+
+ void Set(bool value)
+ {
+ Set(value, true);
+ }
+
+ void Set(bool value, bool sendCallback)
+ {
+ if (m_IsOn == value)
+ return;
+
+ // if we are in a group and set to true, do group logic
+ m_IsOn = value;
+ if (m_Group != null && IsActive())
+ {
+ if (m_IsOn || (!m_Group.AnyTogglesOn() && !m_Group.allowSwitchOff))
+ {
+ m_IsOn = true;
+ m_Group.NotifyToggleOn(this);
+ }
+ }
+
+ // Always send event when toggle is clicked, even if value didn't change
+ // due to already active toggle in a toggle group being clicked.
+ // Controls like Dropdown rely on this.
+ // It's up to the user to ignore a selection being set to the same value it already was, if desired.
+ PlayEffect(toggleTransition == ToggleTransition.None);
+ if (sendCallback)
+ {
+ UISystemProfilerApi.AddMarker("Toggle.value", this);
+ onValueChanged.Invoke(m_IsOn);
+ }
+ }
+
+ /// <summary>
+ /// Play the appropriate effect.
+ /// </summary>
+ private void PlayEffect(bool instant)
+ {
+ if (graphic == null)
+ return;
+
+#if UNITY_EDITOR
+ if (!Application.isPlaying)
+ graphic.canvasRenderer.SetAlpha(m_IsOn ? 1f : 0f);
+ else
+#endif
+ graphic.CrossFadeAlpha(m_IsOn ? 1f : 0f, instant ? 0f : 0.1f, true);
+ }
+
+ /// <summary>
+ /// Assume the correct visual state.
+ /// </summary>
+ protected override void Start()
+ {
+ PlayEffect(true);
+ }
+
+ private void InternalToggle()
+ {
+ if (!IsActive() || !IsInteractable())
+ return;
+
+ isOn = !isOn;
+ }
+
+ /// <summary>
+ /// React to clicks.
+ /// </summary>
+ public virtual void OnPointerClick(PointerEventData eventData)
+ {
+ if (eventData.button != PointerEventData.InputButton.Left)
+ return;
+
+ InternalToggle();
+ }
+
+ public virtual void OnSubmit(BaseEventData eventData)
+ {
+ InternalToggle();
+ }
+ }
+}