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