31 lines
1.4 KiB
C#
31 lines
1.4 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine.UI;
|
|
|
|
class TestButton : Button
|
|
{
|
|
public bool isStateNormal { get { return currentSelectionState == SelectionState.Normal; } }
|
|
public bool isStateHighlighted { get { return currentSelectionState == SelectionState.Highlighted; } }
|
|
public bool isStatePressed { get { return currentSelectionState == SelectionState.Pressed; } }
|
|
public bool isStateDisabled { get { return currentSelectionState == SelectionState.Disabled; } }
|
|
|
|
private bool IsTransitionTo(int index, SelectionState selectionState)
|
|
{
|
|
return index < m_StateTransitions.Count && m_StateTransitions[index] == selectionState;
|
|
}
|
|
|
|
public bool IsTransitionToNormal(int index) { return IsTransitionTo(index, SelectionState.Normal); }
|
|
public bool IsTransitionToHighlighted(int index) { return IsTransitionTo(index, SelectionState.Highlighted); }
|
|
public bool IsTransitionToPressed(int index) { return IsTransitionTo(index, SelectionState.Pressed); }
|
|
public bool IsTransitionToDisabled(int index) { return IsTransitionTo(index, SelectionState.Disabled); }
|
|
|
|
private readonly List<SelectionState> m_StateTransitions = new List<SelectionState>();
|
|
|
|
public int StateTransitionCount { get { return m_StateTransitions.Count; } }
|
|
|
|
protected override void DoStateTransition(SelectionState state, bool instant)
|
|
{
|
|
m_StateTransitions.Add(state);
|
|
base.DoStateTransition(state, instant);
|
|
}
|
|
}
|