8903ffec60
* * in name when changing value * Popup UI and quit basics * Quit button finalized, i think * fix * fixed * right click dropdown prefab * tryna getit to work * woohoo it works * value reset support for text areas * Color reset support * Enums and numbers supported * catchy tune fix
87 lines
3 KiB
C#
87 lines
3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace HeavenStudio.Common
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{
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public class RightClickDropdownObject : MonoBehaviour, IPointerClickHandler
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{
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[SerializeField] private Event[] _events;
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[Header("Components")]
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[SerializeField] private Transform _masterTrans;
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[SerializeField] private RectTransform _dropDown;
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private Button _dropDownButton;
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private RectTransform _currentDropDown;
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private bool _beingHovered;
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private void Awake()
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{
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_dropDownButton = _dropDown.GetChild(0).GetChild(0).GetComponent<Button>();
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}
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private void OnDestroy()
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{
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if (_currentDropDown != null) Destroy(_currentDropDown.gameObject);
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}
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private void OnDisable()
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{
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if (_currentDropDown != null) Destroy(_currentDropDown.gameObject);
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}
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private void Update()
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{
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if (_beingHovered) return;
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if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1))
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{
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if (_currentDropDown != null) Destroy(_currentDropDown.gameObject);
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}
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Right || _events.Length == 0) return;
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_currentDropDown = Instantiate(_dropDown, _masterTrans);
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_currentDropDown.transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10));
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foreach(var e in _events)
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{
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Button spawnedButton = Instantiate(_dropDownButton, _currentDropDown.GetChild(0));
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spawnedButton.onClick.AddListener(new UnityAction(() =>
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{
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e.action.Invoke();
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if (_currentDropDown != null) Destroy(_currentDropDown.gameObject);
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}));
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spawnedButton.transform.GetChild(0).GetComponent<TMP_Text>().text = e.name;
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spawnedButton.gameObject.SetActive(true);
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EventTrigger eventTrigger = spawnedButton.GetComponent<EventTrigger>();
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EventTrigger.Entry enter = new();
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enter.eventID = EventTriggerType.PointerEnter;
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enter.callback.AddListener(new UnityAction<BaseEventData>((BaseEventData e) => { _beingHovered = true; }));
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eventTrigger.triggers.Add(enter);
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EventTrigger.Entry exit = new();
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exit.eventID = EventTriggerType.PointerExit;
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exit.callback.AddListener(new UnityAction<BaseEventData>((BaseEventData e) => { _beingHovered = false; }));
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eventTrigger.triggers.Add(exit);
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}
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}
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[System.Serializable]
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private struct Event
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{
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public string name;
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public UnityEvent action;
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}
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}
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}
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