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