71 lines
1.6 KiB
C#
71 lines
1.6 KiB
C#
//----------------------------------------------
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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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/// Example script showing how to activate or deactivate a game object when a toggle's state changes.
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/// OnActivate event is sent out by the UIToggle script.
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/// </summary>
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[AddComponentMenu("NGUI/Interaction/Toggled Objects")]
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public class UIToggledObjects : MonoBehaviour
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{
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public List<GameObject> activate;
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public List<GameObject> deactivate;
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[HideInInspector][SerializeField] GameObject target;
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[HideInInspector][SerializeField] bool inverse = false;
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void Awake ()
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{
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// Legacy functionality -- auto-upgrade
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if (target != null)
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{
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if (activate.Count == 0 && deactivate.Count == 0)
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{
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if (inverse) deactivate.Add(target);
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else activate.Add(target);
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}
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else target = null;
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#if UNITY_EDITOR
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NGUITools.SetDirty(this);
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#endif
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}
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#if UNITY_EDITOR
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if (!Application.isPlaying) return;
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#endif
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UIToggle toggle = GetComponent<UIToggle>();
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EventDelegate.Add(toggle.onChange, Toggle);
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}
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public void Toggle ()
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{
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bool val = UIToggle.current.value;
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if (enabled)
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{
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for (int i = 0; i < activate.Count; ++i)
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Set(activate[i], val);
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for (int i = 0; i < deactivate.Count; ++i)
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Set(deactivate[i], !val);
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}
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}
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void Set (GameObject go, bool state)
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{
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if (go != null)
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{
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NGUITools.SetActive(go, state);
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//UIPanel panel = NGUITools.FindInParents<UIPanel>(target);
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//if (panel != null) panel.Refresh();
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}
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}
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}
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