FiE-Game/Assets/Scripts/Fie/PlayMaker/FieUIMouseEventForPlayMaker.cs

100 lines
2.5 KiB
C#
Raw Normal View History

2018-11-20 20:10:49 +01:00
using Fie.UI;
using HutongGames.PlayMaker;
using UnityEngine;
namespace Fie.PlayMaker
{
[ActionCategory("Friendship is Epic")]
public class FieUIMouseEventForPlayMaker : FsmStateAction
{
public enum FieUIEventTypeForPlayMaker
{
OVER,
EXIT,
CLICK,
SHOW,
HIDE
}
public FieUIEventTypeForPlayMaker eventType;
[RequiredField]
[CheckForComponent(typeof(FieUIMouseEvent))]
public FsmOwnerDefault mouseEventObject;
[RequiredField]
public FsmEvent eventToSend;
private FieUIMouseEvent _mouseEventComponent;
public override void Reset()
{
mouseEventObject = null;
eventToSend = null;
}
public override void Awake()
{
if (mouseEventObject != null)
{
GameObject ownerDefaultTarget = base.Fsm.GetOwnerDefaultTarget(mouseEventObject);
if (!(ownerDefaultTarget == null))
{
_mouseEventComponent = ownerDefaultTarget.GetComponent<FieUIMouseEvent>();
if (_mouseEventComponent != null)
{
_mouseEventComponent.mouseOverEvent -= MouseEventCallback;
_mouseEventComponent.mouseExitEvent -= MouseEventCallback;
_mouseEventComponent.mouseClickEvent -= MouseEventCallback;
switch (eventType)
{
case FieUIEventTypeForPlayMaker.OVER:
_mouseEventComponent.mouseOverEvent += MouseEventCallback;
break;
case FieUIEventTypeForPlayMaker.EXIT:
_mouseEventComponent.mouseExitEvent += MouseEventCallback;
break;
case FieUIEventTypeForPlayMaker.CLICK:
_mouseEventComponent.mouseClickEvent += MouseEventCallback;
break;
}
}
}
}
}
public override void OnEnter()
{
if (eventType == FieUIEventTypeForPlayMaker.SHOW || eventType == FieUIEventTypeForPlayMaker.HIDE)
{
_mouseEventComponent._isEnable = (eventType == FieUIEventTypeForPlayMaker.SHOW);
base.Fsm.Event(eventToSend);
Finish();
}
}
public override void OnUpdate()
{
if (!(_mouseEventComponent == null) && _mouseEventComponent._isEnable)
{
if (_mouseEventComponent.mouseOverState == FieUIMouseEvent.FieUIMouseOverState.MOUSE_OVER && eventType == FieUIEventTypeForPlayMaker.OVER)
{
base.Fsm.Event(eventToSend);
Finish();
}
if (_mouseEventComponent.mouseOverState == FieUIMouseEvent.FieUIMouseOverState.MOUSE_IDLE && eventType == FieUIEventTypeForPlayMaker.EXIT)
{
base.Fsm.Event(eventToSend);
Finish();
}
}
}
private void MouseEventCallback(bool isHit, Vector3 point)
{
base.Fsm.Event(eventToSend);
Finish();
}
}
}