- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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namespace SepCore.UI
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{
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public class CommonButton : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler
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{
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private const float FadeTime = 0.3f;
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private const float OnHoverAlpha = 0.7f;
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private const float OnClickAlpha = 0.6f;
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[SerializeField]
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private UnityEvent m_OnHover = null;
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[SerializeField]
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private UnityEvent m_OnClick = null;
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private CanvasGroup m_CanvasGroup = null;
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private void Awake()
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{
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m_CanvasGroup = gameObject.GetOrAddComponent<CanvasGroup>();
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}
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private void OnDisable()
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{
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m_CanvasGroup.alpha = 1f;
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Left)
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{
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return;
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}
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StopAllCoroutines();
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StartCoroutine(m_CanvasGroup.FadeToAlpha(OnHoverAlpha, FadeTime));
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m_OnHover.Invoke();
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Left)
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{
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return;
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}
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StopAllCoroutines();
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StartCoroutine(m_CanvasGroup.FadeToAlpha(1f, FadeTime));
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}
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public void OnPointerDown(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Left)
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{
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return;
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}
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m_CanvasGroup.alpha = OnClickAlpha;
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m_OnClick.Invoke();
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Left)
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{
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return;
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}
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m_CanvasGroup.alpha = OnHoverAlpha;
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}
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}
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}
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