FiE-Game/Assets/Cinema Director/Cutscene Items/Actor Items/uGUI/SetIsInteractable.cs
2023-07-27 00:47:00 +05:00

80 lines
No EOL
2.6 KiB
C#

using UnityEngine.UI;
using UnityEngine;
using CinemaDirector.Helpers;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CinemaDirector
{
[CutsceneItemAttribute("uGUI", "Interactable", CutsceneItemGenre.ActorItem)]
public class SetIsInteractable : CinemaActorEvent, IRevertable
{
// Options for reverting in editor.
[SerializeField]
private RevertMode editorRevertMode = RevertMode.Revert;
// Options for reverting during runtime.
[SerializeField]
private RevertMode runtimeRevertMode = RevertMode.Revert;
public RevertMode EditorRevertMode
{
get { return editorRevertMode; }
set { editorRevertMode = value; }
}
public RevertMode RuntimeRevertMode
{
get { return runtimeRevertMode; }
set { runtimeRevertMode = value; }
}
public override void Trigger(GameObject actor)
{
Selectable UIcomponent = actor.GetComponent<Selectable>();
if (UIcomponent != null)
UIcomponent.interactable = !UIcomponent.interactable;
#if UNITY_EDITOR
EditorUtility.SetDirty(actor.GetComponent<Selectable>());
#endif
}
public override void Reverse(GameObject actor)
{
Selectable UIcomponent = actor.GetComponent<Selectable>();
if (UIcomponent != null && runtimeRevertMode == RevertMode.Revert && Application.isPlaying)
UIcomponent.interactable = !UIcomponent.interactable;
if (UIcomponent != null && editorRevertMode == RevertMode.Revert && Application.isEditor && !Application.isPlaying)
UIcomponent.interactable = !UIcomponent.interactable;
#if UNITY_EDITOR
EditorUtility.SetDirty(actor.GetComponent<Selectable>());
#endif
}
public RevertInfo[] CacheState()
{
List<Transform> actors = new List<Transform>(GetActors());
List<RevertInfo> reverts = new List<RevertInfo>();
for (int i = 0; i < actors.Count; i++)
{
Transform go = actors[i];
if (go != null)
{
Selectable UIcomponent = go.GetComponent<Selectable>();
if (UIcomponent != null)
{
reverts.Add(new RevertInfo(this, UIcomponent, "interactable", UIcomponent.interactable));
}
}
}
return reverts.ToArray();
}
}
}