Experimenting with adding UI state management

This commit is contained in:
Adam Ramberg 2018-12-01 00:23:10 +01:00
parent dfd70a8944
commit c6b240cebb
27 changed files with 1000 additions and 2 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityAtoms.UI
{
public class UIContainer : MonoBehaviour, IGameEventListener<string>
{
[SerializeField]
private StringVariable UIStateVariable;
[SerializeField]
private List<StringConstant> VisibleForStates;
void Start()
{
StateNameChanged(UIStateVariable.Value);
}
public void OnEventRaised(string stateName)
{
StateNameChanged(stateName);
}
private void StateNameChanged(string stateName)
{
if (VisibleForStates.Exists((state) => state.Value == stateName))
{
GetComponent<CanvasGroup>().alpha = 1f;
GetComponent<CanvasGroup>().blocksRaycasts = true;
GetComponent<CanvasGroup>().interactable = true;
}
else
{
GetComponent<CanvasGroup>().alpha = 0f;
GetComponent<CanvasGroup>().blocksRaycasts = false;
GetComponent<CanvasGroup>().interactable = false;
}
}
private void Awake()
{
if (UIStateVariable.Changed != null)
{
UIStateVariable.Changed.RegisterListener(this);
}
}
private void OnDestroy()
{
if (UIStateVariable.Changed != null)
{
UIStateVariable.Changed.UnregisterListener(this);
}
}
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace UnityAtoms
{
public class OnButtonClickHook : VoidHook
{
private void Awake()
{
GetComponent<Button>().onClick.AddListener(OnClick);
}
private void OnDestroy()
{
GetComponent<Button>().onClick.RemoveListener(OnClick);
}
private void OnClick()
{
OnHook(new Void());
}
}
}

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using UnityEngine;
namespace UnityAtoms
{
[CreateAssetMenu(menuName = "Unity Atoms/String/Set Variable", fileName = "SetStringVariableValueAction", order = CreateAssetMenuUtils.Order.SET_VARIABLE)]
public class SetStringVariableValue : SetVariableValue<string, StringVariable, StringReference, StringEvent, StringStringEvent> { }
}

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