untangle-puzzlegame/Library/PackageCache/com.unity.shadergraph@cdef3258c742/Samples~/UGUIShaders/Scripts/Runtime/CustomSlider.cs
2025-04-17 17:33:08 -04:00

306 lines
10 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using UnityEngine.EventSystems;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif
namespace Unity.UI.Shaders.Sample
{
/// <summary>
/// A custom Slider.
/// <para>Unlike a <see cref="Slider"/>, this uses only a single RectTransform.</para>
/// </summary>
[AddComponentMenu("UI/ShaderGraph Samples/Slider")]
[RequireComponent(typeof(Graphic))]
[DisallowMultipleComponent]
public class CustomSlider : Selectable, IDragHandler, IInitializePotentialDragHandler, IMaterialModifier
{
public enum Direction { LeftToRight, RightToLeft, BottomToTop, TopToBottom }
static Vector2 FromDirection(Direction direction) => direction switch
{
Direction.LeftToRight => Vector2.right,
Direction.RightToLeft => Vector2.left,
Direction.BottomToTop => Vector2.up,
Direction.TopToBottom => Vector2.down,
_ => Vector2.zero
};
[SerializeField] Direction _direction;
[SerializeField, Range(0f, 1f)] float _value = 0.5f;
public UnityEvent<int> onStateChanged;
public UnityEvent<float> onValueChanged;
private static readonly string _statePropertyName = "_State";
private static readonly string _sliderValuePropertyName = "_SliderValue";
private Material _material;
float stepSize = 0.1f;
Vector2 _rangeOffset = Vector2.zero;
public Direction direction => _direction;
private int? _statePropertyId, _sliderValuePropertyId;
private int StatePropertyId
{
get
{
if (!_statePropertyId.HasValue)
_statePropertyId = Shader.PropertyToID(_statePropertyName);
return _statePropertyId.Value;
}
}
private int SliderValuePropertyId
{
get
{
if (!_sliderValuePropertyId.HasValue)
_sliderValuePropertyId = Shader.PropertyToID(_sliderValuePropertyName);
return _sliderValuePropertyId.Value;
}
}
private Graphic _graphic;
public Graphic Graphic
{
get
{
if (_graphic == null)
_graphic = GetComponent<Graphic>();
return _graphic;
}
}
private Canvas RootCanvas => Graphic.canvas.rootCanvas;
private RectTransform rectTransform => Graphic.rectTransform;
public float Value
{
get => _value;
private set
{
_value = value;
Graphic.SetMaterialDirty();
onValueChanged?.Invoke(value);
}
}
Vector2 DirectionVector => FromDirection(direction);
Vector3 Vector => new Vector3(Value, DirectionVector.x, DirectionVector.y);
#if UNITY_EDITOR
[SerializeField, HideInInspector] Material defaultMaterial;
protected internal void AssignDefaultMaterial()
{
if (defaultMaterial != null)
Graphic.material = defaultMaterial;
}
protected override void Reset()
{
base.Reset();
// we don't need a transition by default
transition = Transition.None;
Value = _value;
}
protected override void OnValidate()
{
base.OnValidate();
//Graphic.SetMaterialDirty(); // this makes the Editor hick up when changing the value
// So instead, we just change the material, but if another IMaterialModifier was added after this,
// this will have no visible effect.
if (_material != null && _material.HasVector(SliderValuePropertyId))
_material.SetVector(SliderValuePropertyId, Vector);
}
#endif
protected override void DoStateTransition(SelectionState state, bool instant)
{
base.DoStateTransition(state, instant);
onStateChanged?.Invoke((int)state);
Graphic.SetMaterialDirty();
}
public virtual Material GetModifiedMaterial(Material baseMaterial)
{
_material = new Material(baseMaterial);
_material.SetFloat(StatePropertyId, (int)currentSelectionState);
_material.SetVector(SliderValuePropertyId, Vector);
return _material;
}
/// <summary>
/// <see cref="Slider.UpdateDrag(PointerEventData, Camera)"/>
/// </summary>
void UpdateDrag(PointerEventData eventData, Camera cam)
{
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, eventData.position, cam, out Vector2 localPoint))
{
Debug.LogWarning("missed!?");
return;
}
float pivot = rectTransform.pivot[(int)axis];
float size = rectTransform.rect.size[(int)axis];
(float min, float max) range = (size * -pivot, size * (1 - pivot));
float val = Mathf.InverseLerp(range.min, range.max, localPoint[(int)axis]);
Value = reverseValue ? 1 - val : val;
}
/// <summary>
/// <see cref="Slider.MayDrag(PointerEventData eventData)"/>
/// </summary>
private bool MayDrag(PointerEventData eventData)
{
return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left;
}
public override void OnPointerDown(PointerEventData eventData)
{
if (!MayDrag(eventData))
return;
base.OnPointerDown(eventData);
UpdateDrag(eventData, eventData.pressEventCamera);
}
public virtual void OnDrag(PointerEventData eventData)
{
if (!MayDrag(eventData))
return;
UpdateDrag(eventData, eventData.pressEventCamera);
}
enum Axis
{
Horizontal = 0,
Vertical = 1
}
Axis axis { get { return (direction == Direction.LeftToRight || direction == Direction.RightToLeft) ? Axis.Horizontal : Axis.Vertical; } }
bool reverseValue { get { return direction == Direction.RightToLeft || direction == Direction.TopToBottom; } }
/// <summary>
/// See <see cref="Slider.OnMove(AxisEventData)"/>
/// </summary>
public override void OnMove(AxisEventData eventData)
{
if (!IsActive() || !IsInteractable())
{
base.OnMove(eventData);
return;
}
switch (eventData.moveDir)
{
case MoveDirection.Left:
if (axis == Axis.Horizontal && FindSelectableOnLeft() == null)
Value = reverseValue ? Value + stepSize : Value - stepSize;
else
base.OnMove(eventData);
break;
case MoveDirection.Right:
if (axis == Axis.Horizontal && FindSelectableOnRight() == null)
Value = reverseValue ? Value - stepSize : Value + stepSize;
else
base.OnMove(eventData);
break;
case MoveDirection.Up:
if (axis == Axis.Vertical && FindSelectableOnUp() == null)
Value = reverseValue ? Value - stepSize : Value + stepSize;
else
base.OnMove(eventData);
break;
case MoveDirection.Down:
if (axis == Axis.Vertical && FindSelectableOnDown() == null)
Value = reverseValue ? Value + stepSize : Value - stepSize;
else
base.OnMove(eventData);
break;
}
}
/// <summary>
/// See <see cref="Selectable.FindSelectableOnLeft"/>
/// </summary>
public override Selectable FindSelectableOnLeft()
{
if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal)
return null;
return base.FindSelectableOnLeft();
}
/// <summary>
/// See <see cref="Selectable.FindSelectableOnRight"/>
/// </summary>
public override Selectable FindSelectableOnRight()
{
if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal)
return null;
return base.FindSelectableOnRight();
}
/// <summary>
/// See <see cref="Selectable.FindSelectableOnUp"/>
/// </summary>
public override Selectable FindSelectableOnUp()
{
if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical)
return null;
return base.FindSelectableOnUp();
}
/// <summary>
/// See <see cref="Selectable.FindSelectableOnDown"/>
/// </summary>
public override Selectable FindSelectableOnDown()
{
if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical)
return null;
return base.FindSelectableOnDown();
}
public virtual void OnInitializePotentialDrag(PointerEventData eventData)
{
eventData.useDragThreshold = false;
}
#if UNITY_EDITOR
[MenuItem("GameObject/UI/ShaderGraph Samples/Slider", false, 30)]
static void CreateToggleGameObject(MenuCommand command)
{
GameObject go = ObjectFactory.CreateGameObject("Slider", new Type[] { typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(RectTransformSize), typeof(CustomSlider) });
StageUtility.PlaceGameObjectInCurrentStage(go);
go.GetComponent<CustomSlider>().AssignDefaultMaterial();
Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);
GameObject contextObject = command.context as GameObject;
if (contextObject != null)
{
GameObjectUtility.SetParentAndAlign(go, contextObject);
Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name);
}
Selection.activeGameObject = go;
}
#endif
}
}