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using System;
using UnityEngine.Serialization;
namespace UnityEngine.UI
{
[Serializable]
public struct SpriteState : IEquatable<SpriteState>
{
[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;
}
}
}
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