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

167 lines
5.4 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 version of <see cref="Toggle"/> implementing <see cref="IMaterialModifier"/> to update the <see cref="Graphic.material"/> when
/// <see cref="Selectable.DoStateTransition(Selectable.SelectionState, bool)"/> is called, or when
/// <see cref="Toggle.isOn"/> changes.
/// <para>Implemented as a variant of <see cref="Toggle"/> to make it work nicely with <see cref="ToggleGroup"/>.</para>
/// </summary>
[AddComponentMenu("UI/ShaderGraph Samples/Toggle")]
[RequireComponent(typeof(Graphic))]
public class CustomToggle : Toggle, IMaterialModifier
{
public UnityEvent<int> onStateChanged;
private static readonly string _isOnPropertyName = "_isOn", _statePropertyName = "_State";
private Material _material;
private int? _isOnPropertyId;
private int IsOnPropertyId
{
get
{
if (!_isOnPropertyId.HasValue)
_isOnPropertyId = Shader.PropertyToID(_isOnPropertyName);
return _isOnPropertyId.Value;
}
}
private int? _statePropertyId;
private int StatePropertyId
{
get
{
if (!_statePropertyId.HasValue)
_statePropertyId = Shader.PropertyToID(_statePropertyName);
return _statePropertyId.Value;
}
}
private Graphic _graphic;
public Graphic Graphic
{
get
{
if (_graphic == null)
_graphic = GetComponent<Graphic>();
return _graphic;
}
}
protected override void Awake()
{
base.Awake();
}
#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;
}
protected override void OnValidate()
{
//base.OnValidate(); // not calling base not to trigger DoStateTransition()
if (!PrefabUtility.IsPartOfPrefabAsset(this) && !Application.isPlaying)
CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
UpdateMaterial(true);
}
#endif
public void UpdateMaterial(bool findGroupToggles = false)
{
if (group != null)
{
if (findGroupToggles) // only used in Edit mode when ToggleGroup isn't initialized already
{
foreach (var t in FindObjectsByType<CustomToggle>(FindObjectsInactive.Include, FindObjectsSortMode.None))
if (t.group == group)
t.Graphic.SetMaterialDirty();
}
else
{
foreach(var t in group.ActiveToggles())
if (t is CustomToggle customToggle)
customToggle.Graphic.SetMaterialDirty();
}
}
else
{
Graphic.SetMaterialDirty();
}
}
protected override void DoStateTransition(SelectionState state, bool instant)
{
base.DoStateTransition(state, instant);
onStateChanged?.Invoke((int)state);
UpdateMaterial();
}
public virtual Material GetModifiedMaterial(Material baseMaterial)
{
_material = new Material(baseMaterial);
_material.SetFloat(StatePropertyId, (int)currentSelectionState);
if (_material.HasFloat(IsOnPropertyId))
_material.SetFloat(IsOnPropertyId, isOn ? 1 : 0);
return _material;
}
public override void OnPointerClick(PointerEventData eventData)
{
base.OnPointerClick(eventData);
UpdateMaterial();
}
public override void OnSubmit(BaseEventData eventData)
{
base.OnSubmit(eventData);
UpdateMaterial();
}
#if UNITY_EDITOR
[MenuItem("GameObject/UI/ShaderGraph Samples/Toggle", false, 30)]
static void CreateToggleGameObject(MenuCommand command)
{
GameObject go = ObjectFactory.CreateGameObject("SG Toggle", new Type[] { typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(CustomToggle) });
StageUtility.PlaceGameObjectInCurrentStage(go);
go.GetComponent<CustomToggle>().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
}
}