32 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections.Generic;
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| using UnityEngine.UI;
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| 
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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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| 
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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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| 
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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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| 
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|     private readonly List<SelectionState> m_StateTransitions = new List<SelectionState>();
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| 
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|     public int StateTransitionCount { get { return m_StateTransitions.Count; } }
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| 
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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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