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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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public class UIButtonEvents : UISceneLoader, IPointerDownHandler, ISelectHandler, ISubmitHandler {
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public bool selectOnStart;
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public string SFXOnButtonPress = "";
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public string SFXOnButtonSelect = "";
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private InputManager inputManager;
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[HideInInspector]
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public float menuOpenTime;
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void OnEnable() {
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menuOpenTime = Time.time;
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InputManager.onInputEvent += OnInputEvent;
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if(inputManager == null) inputManager = GameObject.FindObjectOfType<InputManager>();
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if(selectOnStart) EventSystem.current.SetSelectedGameObject(gameObject);
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}
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void OnDisable() {
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InputManager.onInputEvent -= OnInputEvent;
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}
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void OnInputEvent(string action, BUTTONSTATE buttonState, int playerNumber){
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if(buttonState != BUTTONSTATE.PRESS) return;
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//only apply the following actions if this UI gameobject is currently selected
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if(EventSystem.current.currentSelectedGameObject != gameObject) return;
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//move navigation up
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if(action == "Up"){
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Selectable elementUp = EventSystem.current.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnUp();
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if(elementUp != null) StartCoroutine(selectUIItem(elementUp.gameObject));
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}
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//move navigation down
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if(action == "Down"){
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Selectable elementDown = EventSystem.current.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnDown();
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if(elementDown != null) StartCoroutine(selectUIItem(elementDown.gameObject));
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}
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//move navigation left
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if(action == "Left"){
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Selectable elementLeft = EventSystem.current.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnLeft();
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if(elementLeft != null) StartCoroutine(selectUIItem(elementLeft.gameObject));
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}
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//move navigation right
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if(action == "Right"){
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Selectable elementRight = EventSystem.current.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnRight();
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if(elementRight != null) StartCoroutine(selectUIItem(elementRight.gameObject));
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}
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}
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//select another ui gameobject
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IEnumerator selectUIItem(GameObject GO){
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yield return null; //skip 1 frame, otherwise the OnControllerInputEvent triggers all ui items in a row
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EventSystem.current.SetSelectedGameObject(GO);
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}
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void Update(){
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//ensure a button select even when a mouse takes the focus of a button away
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if(inputManager == null) return;
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if(inputManager.inputType == INPUTTYPE.JOYPAD || inputManager.inputType == INPUTTYPE.KEYBOARD){
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if(EventSystem.current.currentSelectedGameObject == null && selectOnStart) EventSystem.current.SetSelectedGameObject(gameObject);
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}
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}
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//Play a sfx when this button is selected or on mouseover
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public virtual void OnSelect(BaseEventData eventData){
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if(Time.time - menuOpenTime > .1f) GlobalAudioPlayer.PlaySFX(SFXOnButtonSelect);
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}
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//Play a sfx when this button is activated by a controller
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public virtual void OnSubmit(BaseEventData eventData){
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GlobalAudioPlayer.PlaySFX(SFXOnButtonPress);
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}
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//Play a sfx when this button is clicked or touched
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public virtual void OnPointerDown(PointerEventData eventData){
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GlobalAudioPlayer.PlaySFX(SFXOnButtonPress);
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}
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}
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