using System; using UnityEngine.Serialization; namespace UnityEngine.UI { [Serializable] public struct SpriteState : IEquatable { [FormerlySerializedAs("highlightedSprite")] [FormerlySerializedAs("m_SelectedSprite")] [SerializeField] private Sprite m_HighlightedSprite; [FormerlySerializedAs("pressedSprite")] [SerializeField] private Sprite m_PressedSprite; [FormerlySerializedAs("disabledSprite")] [SerializeField] private Sprite m_DisabledSprite; public Sprite highlightedSprite { get { return m_HighlightedSprite; } set { m_HighlightedSprite = value; } } public Sprite pressedSprite { get { return m_PressedSprite; } set { m_PressedSprite = value; } } public Sprite disabledSprite { get { return m_DisabledSprite; } set { m_DisabledSprite = value; } } public bool Equals(SpriteState other) { return highlightedSprite == other.highlightedSprite && pressedSprite == other.pressedSprite && disabledSprite == other.disabledSprite; } } }