SlotGroup.cs 2.6 KB

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  1. using UnityEngine;
  2. using UnityEngine.EventSystems;
  3. namespace HQFPSWeapons.UserInterface
  4. {
  5. public class SlotGroup : MonoBehaviour
  6. {
  7. public Message<Slot> SlotSelected = new Message<Slot>();
  8. [SerializeField]
  9. private bool m_FindChildrenAtStart = true;
  10. [SerializeField]
  11. private bool m_SelectFirstChildAtStart = true;
  12. [SerializeField]
  13. private RectTransform m_SelectionFrame = null;
  14. private Slot[] m_Slots;
  15. private Slot m_SelectedSlot;
  16. private Slot m_PointerDownSlot;
  17. public void SetSlots(Slot[] slots)
  18. {
  19. if(m_Slots != null)
  20. {
  21. for(int i = 0;i < m_Slots.Length;i++)
  22. {
  23. slots[i].PointerDown.RemoveListener(SelectSlot);
  24. slots[i].PointerUp.RemoveListener(OnPointerUpOnSlot);
  25. }
  26. if(m_SelectedSlot != null)
  27. {
  28. m_SelectedSlot.Deselect();
  29. m_SelectedSlot = null;
  30. }
  31. }
  32. if(slots != null && slots.Length > 0)
  33. {
  34. m_Slots = slots;
  35. for(int i = 0;i < m_Slots.Length;i++)
  36. {
  37. slots[i].PointerDown.AddListener(OnPointerDownOnSlot);
  38. slots[i].PointerUp.AddListener(OnPointerUpOnSlot);
  39. }
  40. }
  41. }
  42. public void SelectSlot(Slot slot, PointerEventData data)
  43. {
  44. if(m_SelectedSlot != null)
  45. m_SelectedSlot.Deselect();
  46. slot.Select();
  47. m_SelectedSlot = slot;
  48. if(m_SelectionFrame != null)
  49. {
  50. if(!m_SelectionFrame.gameObject.activeSelf)
  51. m_SelectionFrame.gameObject.SetActive(true);
  52. m_SelectionFrame.SetParent(slot.transform);
  53. m_SelectionFrame.anchoredPosition = Vector2.zero;
  54. }
  55. SlotSelected.Send(m_SelectedSlot);
  56. }
  57. public void SelectSlot(Slot slot)
  58. {
  59. SelectSlot(slot, null);
  60. }
  61. private void Start()
  62. {
  63. if (m_FindChildrenAtStart)
  64. {
  65. SetSlots(GetComponentsInChildren<Slot>());
  66. if (m_SelectFirstChildAtStart && m_Slots != null && m_Slots.Length != 0)
  67. SelectSlot(m_Slots[0]);
  68. }
  69. }
  70. private void OnPointerDownOnSlot(Slot slot, PointerEventData data)
  71. {
  72. m_PointerDownSlot = slot;
  73. }
  74. private void OnPointerUpOnSlot(Slot slot, PointerEventData data)
  75. {
  76. GameObject objectUnderPointer = data.pointerCurrentRaycast.gameObject;
  77. Slot slotUnderPointer = objectUnderPointer == null ? null : objectUnderPointer.GetComponent<Slot>();
  78. SelectSlot(slot, data);
  79. }
  80. }
  81. }