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//----------------------------------------------
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// NGUI: Next-Gen UI kit
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// Copyright © 2011-2015 Tasharen Entertainment
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//----------------------------------------------
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using UnityEngine;
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using System.Collections.Generic;
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/// <summary>
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/// Attaching this script to an object will let you trigger remote functions using NGUI events.
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/// </summary>
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[AddComponentMenu("NGUI/Interaction/Event Trigger")]
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public class UIEventTrigger : MonoBehaviour
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{
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static public UIEventTrigger current;
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public List<EventDelegate> onHoverOver = new List<EventDelegate>();
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public List<EventDelegate> onHoverOut = new List<EventDelegate>();
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public List<EventDelegate> onPress = new List<EventDelegate>();
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public List<EventDelegate> onRelease = new List<EventDelegate>();
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public List<EventDelegate> onSelect = new List<EventDelegate>();
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public List<EventDelegate> onDeselect = new List<EventDelegate>();
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public List<EventDelegate> onClick = new List<EventDelegate>();
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public List<EventDelegate> onDoubleClick = new List<EventDelegate>();
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public List<EventDelegate> onDragStart = new List<EventDelegate>();
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public List<EventDelegate> onDragEnd = new List<EventDelegate>();
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public List<EventDelegate> onDragOver = new List<EventDelegate>();
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public List<EventDelegate> onDragOut = new List<EventDelegate>();
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public List<EventDelegate> onDrag = new List<EventDelegate>();
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#region add by chenbin
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public List<EventDelegate> onBecameVisible = new List<EventDelegate>();
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public List<EventDelegate> onBecameInvisible = new List<EventDelegate>();
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#endregion
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void OnHover (bool isOver)
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{
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if (current != null) return;
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current = this;
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if (isOver) EventDelegate.Execute(onHoverOver, gameObject); //modify by chenbin
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else EventDelegate.Execute(onHoverOut, gameObject); // modify by chenbin
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current = null;
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}
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void OnPress (bool pressed)
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{
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if (current != null) return;
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current = this;
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if (pressed) EventDelegate.Execute(onPress, gameObject); // modify by chenbin
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else EventDelegate.Execute(onRelease, gameObject); // modify by chenbin
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current = null;
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}
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void OnSelect (bool selected)
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{
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if (current != null) return;
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current = this;
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if (selected) EventDelegate.Execute(onSelect, gameObject); // modify by chenbin
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else EventDelegate.Execute(onDeselect, gameObject); // modify by chenbin
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current = null;
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}
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void OnClick ()
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{
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if (current != null) return;
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current = this;
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EventDelegate.Execute(onClick, gameObject); // modify by chenbin
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current = null;
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}
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void OnDoubleClick ()
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{
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if (current != null) return;
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current = this;
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EventDelegate.Execute(onDoubleClick, gameObject); // modify by chenbin
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current = null;
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}
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void OnDragStart ()
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{
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if (current != null) return;
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current = this;
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EventDelegate.Execute(onDragStart, gameObject); // modify by chenbin
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current = null;
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}
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void OnDragEnd ()
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{
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if (current != null) return;
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current = this;
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EventDelegate.Execute(onDragEnd, gameObject); // modify by chenbin
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current = null;
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}
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void OnDragOver (GameObject go)
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{
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if (current != null) return;
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current = this;
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EventDelegate.Execute(onDragOver, go); // modify by chenbin
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current = null;
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}
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void OnDragOut (GameObject go)
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{
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if (current != null) return;
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current = this;
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EventDelegate.Execute(onDragOut, go); // modify by chenbin
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current = null;
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}
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void OnDrag (Vector2 delta)
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{
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if (current != null) return;
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current = this;
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EventDelegate.Execute(onDrag, gameObject); // modify by chenbin
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current = null;
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}
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#region add by chenbin
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public void OnBecameInvisible ()
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{
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EventDelegate.Execute(onBecameInvisible, gameObject); // modify by chenbin
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}
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public void OnBecameVisible ()
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{
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EventDelegate.Execute(onBecameVisible, gameObject); // modify by chenbin
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}
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#endregion
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}
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