/
ToggleSlider.cs
90 lines (78 loc) · 2.15 KB
/
ToggleSlider.cs
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using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
[AddComponentMenu("UI/ToggleSlider", 50), RequireComponent(typeof(RectTransform))]
public class ToggleSlider : MonoBehaviour {
public float slideDistance = 100f;
#if UNITY_EDITOR
[MultilineAttribute(2)]
public string readMe = "ToggleSlider的控制类,\n负责处理事件、播放动画等";
#endif
private bool isOn_ = false;
public bool isOn {
get {
return isOn_;
}
set {
if (isOn_ == value) {
return;
}
isOn_ = value;
PlayEffects();
}
}
private float percent {
get {
return animState.normalizedTime;
}
set {
animState.normalizedTime = value;
}
}
//private float curPercent = 0.0f;
private Animation anim;
private AnimationState animState;
private bool dragging = false;
public void Start () {
anim = GetComponent<Animation>();
animState = anim[anim.clip.name];
// reset effects
percent = 0;
Sample();
}
public void Toggle () {
isOn = !isOn_;
}
public void OnDrag (BaseEventData baseEventData) {
//Debug.Log(baseEventData);
PointerEventData eventData = baseEventData as PointerEventData;
if (eventData != null) {
var step = eventData.delta.x / slideDistance;
percent = Mathf.Clamp01(percent + step);
Sample();
dragging = true;
}
}
public void OnPointerUp (BaseEventData baseEventData) {
//Debug.Log(baseEventData);
if (dragging) {
isOn_ = animState.normalizedTime >= 0.5f;
PlayEffects();
}
else {
Toggle();
}
dragging = false;
}
public void Sample () {
anim.Play(anim.clip.name);
animState.speed = 0.0f;
anim.Sample();
}
// lerp to target state
private void PlayEffects() {
animState.speed = isOn_ ? 1.0f : -1.0f;
percent = Mathf.Clamp01(percent);
anim.Play(anim.clip.name);
}
}