mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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80 lines
No EOL
2.6 KiB
C#
80 lines
No EOL
2.6 KiB
C#
using UnityEngine.UI;
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using UnityEngine;
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using CinemaDirector.Helpers;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace CinemaDirector
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{
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[CutsceneItemAttribute("uGUI", "Interactable", CutsceneItemGenre.ActorItem)]
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public class SetIsInteractable : CinemaActorEvent, IRevertable
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{
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// Options for reverting in editor.
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[SerializeField]
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private RevertMode editorRevertMode = RevertMode.Revert;
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// Options for reverting during runtime.
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[SerializeField]
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private RevertMode runtimeRevertMode = RevertMode.Revert;
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public RevertMode EditorRevertMode
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{
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get { return editorRevertMode; }
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set { editorRevertMode = value; }
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}
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public RevertMode RuntimeRevertMode
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{
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get { return runtimeRevertMode; }
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set { runtimeRevertMode = value; }
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}
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public override void Trigger(GameObject actor)
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{
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Selectable UIcomponent = actor.GetComponent<Selectable>();
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if (UIcomponent != null)
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UIcomponent.interactable = !UIcomponent.interactable;
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#if UNITY_EDITOR
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EditorUtility.SetDirty(actor.GetComponent<Selectable>());
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#endif
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}
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public override void Reverse(GameObject actor)
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{
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Selectable UIcomponent = actor.GetComponent<Selectable>();
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if (UIcomponent != null && runtimeRevertMode == RevertMode.Revert && Application.isPlaying)
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UIcomponent.interactable = !UIcomponent.interactable;
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if (UIcomponent != null && editorRevertMode == RevertMode.Revert && Application.isEditor && !Application.isPlaying)
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UIcomponent.interactable = !UIcomponent.interactable;
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#if UNITY_EDITOR
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EditorUtility.SetDirty(actor.GetComponent<Selectable>());
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#endif
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}
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public RevertInfo[] CacheState()
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{
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List<Transform> actors = new List<Transform>(GetActors());
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List<RevertInfo> reverts = new List<RevertInfo>();
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for (int i = 0; i < actors.Count; i++)
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{
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Transform go = actors[i];
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if (go != null)
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{
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Selectable UIcomponent = go.GetComponent<Selectable>();
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if (UIcomponent != null)
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{
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reverts.Add(new RevertInfo(this, UIcomponent, "interactable", UIcomponent.interactable));
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}
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}
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}
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return reverts.ToArray();
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}
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}
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} |