Add this component to a GUI Image to have it act as a button. Bind pressed down, pressed continually and released actions to it from the inspector Handles mouse and multi touch.
More...
|
| virtual void | OnPointerDown (PointerEventData data) |
| | Triggers the bound pointer down action.
|
| virtual void | OnPointerUp (PointerEventData data) |
| | Triggers the bound pointer up action.
|
| virtual void | OnPointerPressed () |
| | Triggers the bound pointer pressed action.
|
| virtual void | OnPointerEnter (PointerEventData data) |
| | Triggers the bound pointer enter action when touch enters zone.
|
| virtual void | OnPointerExit (PointerEventData data) |
| | Triggers the bound pointer exit action when touch is out of zone.
|
| virtual void | DisableButton () |
| virtual void | EnableButton () |
| virtual void | OnSubmit (BaseEventData eventData) |
|
| virtual void | Awake () |
| | On Start, we get our canvasgroup and set our initial alpha.
|
| virtual void | Initialization () |
| virtual void | Update () |
| | Every frame, if the touch zone is pressed, we trigger the OnPointerPressed method, to detect continuous press.
|
| virtual void | LateUpdate () |
| | At the end of every frame, we change our button's state if needed.
|
| virtual void | InvokePressedFirstTime () |
| virtual void | InvokeReleased () |
| virtual void | ResetButton () |
| | Resets the button's state and opacity.
|
| virtual void | OnEnable () |
| | OnEnable, we reset our button state.
|
| virtual void | SetOpacity (float newOpacity) |
| virtual void | UpdateAnimatorStates () |
| virtual float | Remap (float x, float A, float B, float C, float D) |
Add this component to a GUI Image to have it act as a button. Bind pressed down, pressed continually and released actions to it from the inspector Handles mouse and multi touch.
◆ ButtonStates
The different possible states for the button : Off (default idle state), ButtonDown (button pressed for the first time), ButtonPressed (button being pressed), ButtonUp (button being released), Disabled (unclickable but still present on screen) ButtonDown and ButtonUp will only last one frame, the others will last however long you press them / disable them / do nothing
| Enumerator |
|---|
| Off | |
| ButtonDown | |
| ButtonPressed | |
| ButtonUp | |
| Disabled | |
◆ Awake()
| virtual void Lofelt.NiceVibrations.MMTouchButton.Awake |
( |
| ) |
|
|
protectedvirtual |
On Start, we get our canvasgroup and set our initial alpha.
◆ DisableButton()
| virtual void Lofelt.NiceVibrations.MMTouchButton.DisableButton |
( |
| ) |
|
|
virtual |
◆ EnableButton()
| virtual void Lofelt.NiceVibrations.MMTouchButton.EnableButton |
( |
| ) |
|
|
virtual |
◆ Initialization()
| virtual void Lofelt.NiceVibrations.MMTouchButton.Initialization |
( |
| ) |
|
|
protectedvirtual |
◆ InvokePressedFirstTime()
| virtual void Lofelt.NiceVibrations.MMTouchButton.InvokePressedFirstTime |
( |
| ) |
|
|
protectedvirtual |
◆ InvokeReleased()
| virtual void Lofelt.NiceVibrations.MMTouchButton.InvokeReleased |
( |
| ) |
|
|
protectedvirtual |
◆ LateUpdate()
| virtual void Lofelt.NiceVibrations.MMTouchButton.LateUpdate |
( |
| ) |
|
|
protectedvirtual |
At the end of every frame, we change our button's state if needed.
◆ OnEnable()
| virtual void Lofelt.NiceVibrations.MMTouchButton.OnEnable |
( |
| ) |
|
|
protectedvirtual |
OnEnable, we reset our button state.
◆ OnPointerDown()
| virtual void Lofelt.NiceVibrations.MMTouchButton.OnPointerDown |
( |
PointerEventData | data | ) |
|
|
virtual |
Triggers the bound pointer down action.
◆ OnPointerEnter()
| virtual void Lofelt.NiceVibrations.MMTouchButton.OnPointerEnter |
( |
PointerEventData | data | ) |
|
|
virtual |
Triggers the bound pointer enter action when touch enters zone.
◆ OnPointerExit()
| virtual void Lofelt.NiceVibrations.MMTouchButton.OnPointerExit |
( |
PointerEventData | data | ) |
|
|
virtual |
Triggers the bound pointer exit action when touch is out of zone.
◆ OnPointerPressed()
| virtual void Lofelt.NiceVibrations.MMTouchButton.OnPointerPressed |
( |
| ) |
|
|
virtual |
Triggers the bound pointer pressed action.
◆ OnPointerUp()
| virtual void Lofelt.NiceVibrations.MMTouchButton.OnPointerUp |
( |
PointerEventData | data | ) |
|
|
virtual |
Triggers the bound pointer up action.
◆ OnSubmit()
| virtual void Lofelt.NiceVibrations.MMTouchButton.OnSubmit |
( |
BaseEventData | eventData | ) |
|
|
virtual |
◆ Remap()
| virtual float Lofelt.NiceVibrations.MMTouchButton.Remap |
( |
float | x, |
|
|
float | A, |
|
|
float | B, |
|
|
float | C, |
|
|
float | D ) |
|
protectedvirtual |
◆ ResetButton()
| virtual void Lofelt.NiceVibrations.MMTouchButton.ResetButton |
( |
| ) |
|
|
protectedvirtual |
Resets the button's state and opacity.
◆ SetOpacity()
| virtual void Lofelt.NiceVibrations.MMTouchButton.SetOpacity |
( |
float | newOpacity | ) |
|
|
protectedvirtual |
◆ Update()
| virtual void Lofelt.NiceVibrations.MMTouchButton.Update |
( |
| ) |
|
|
protectedvirtual |
Every frame, if the touch zone is pressed, we trigger the OnPointerPressed method, to detect continuous press.
Reimplemented in Lofelt.NiceVibrations.MMSwitch.
◆ UpdateAnimatorStates()
| virtual void Lofelt.NiceVibrations.MMTouchButton.UpdateAnimatorStates |
( |
| ) |
|
|
protectedvirtual |
◆ _animator
| Animator Lofelt.NiceVibrations.MMTouchButton._animator |
|
protected |
◆ _canvasGroup
| CanvasGroup Lofelt.NiceVibrations.MMTouchButton._canvasGroup |
|
protected |
◆ _fromColor
| Color Lofelt.NiceVibrations.MMTouchButton._fromColor |
|
protected |
◆ _image
| Image Lofelt.NiceVibrations.MMTouchButton._image |
|
protected |
◆ _imageColor
| Color Lofelt.NiceVibrations.MMTouchButton._imageColor |
|
protected |
◆ _initialColor
| Color Lofelt.NiceVibrations.MMTouchButton._initialColor |
|
protected |
◆ _initialOpacity
| float Lofelt.NiceVibrations.MMTouchButton._initialOpacity |
|
protected |
◆ _initialSprite
| Sprite Lofelt.NiceVibrations.MMTouchButton._initialSprite |
|
protected |
◆ _lastClickTimestamp
| float Lofelt.NiceVibrations.MMTouchButton._lastClickTimestamp = 0f |
|
protected |
◆ _lastStateChangeAt
| float Lofelt.NiceVibrations.MMTouchButton._lastStateChangeAt = -50f |
|
protected |
◆ _selectable
| Selectable Lofelt.NiceVibrations.MMTouchButton._selectable |
|
protected |
◆ _toColor
| Color Lofelt.NiceVibrations.MMTouchButton._toColor |
|
protected |
◆ _zonePressed
| bool Lofelt.NiceVibrations.MMTouchButton._zonePressed = false |
|
protected |
◆ Animator
| Animator Lofelt.NiceVibrations.MMTouchButton.Animator |
◆ BufferDuration
| float Lofelt.NiceVibrations.MMTouchButton.BufferDuration = 0f |
◆ ButtonPressed
| UnityEvent Lofelt.NiceVibrations.MMTouchButton.ButtonPressed |
The method(s) to call while the button is being pressed.
◆ ButtonPressedFirstTime
| UnityEvent Lofelt.NiceVibrations.MMTouchButton.ButtonPressedFirstTime |
The method(s) to call when the button gets pressed down.
◆ ButtonReleased
| UnityEvent Lofelt.NiceVibrations.MMTouchButton.ButtonReleased |
The method(s) to call when the button gets released.
◆ DisabledAnimationParameterName
| string Lofelt.NiceVibrations.MMTouchButton.DisabledAnimationParameterName = "Disabled" |
◆ DisabledOpacity
| float Lofelt.NiceVibrations.MMTouchButton.DisabledOpacity = 1f |
◆ DisabledSprite
| Sprite Lofelt.NiceVibrations.MMTouchButton.DisabledSprite |
◆ HighlightedSprite
| Sprite Lofelt.NiceVibrations.MMTouchButton.HighlightedSprite |
◆ IdleAnimationParameterName
| string Lofelt.NiceVibrations.MMTouchButton.IdleAnimationParameterName = "Idle" |
◆ IdleOpacity
| float Lofelt.NiceVibrations.MMTouchButton.IdleOpacity = 1f |
◆ LerpColor
| bool Lofelt.NiceVibrations.MMTouchButton.LerpColor = true |
◆ LerpColorCurve
| AnimationCurve Lofelt.NiceVibrations.MMTouchButton.LerpColorCurve |
◆ LerpColorDuration
| float Lofelt.NiceVibrations.MMTouchButton.LerpColorDuration = 0.2f |
◆ MouseMode
| bool Lofelt.NiceVibrations.MMTouchButton.MouseMode = false |
If you set this to true, you'll need to actually press the button for it to be triggered, otherwise a simple hover will trigger it (better for touch input).
◆ PressedAnimationParameterName
| string Lofelt.NiceVibrations.MMTouchButton.PressedAnimationParameterName = "Pressed" |
◆ PressedChangeColor
| bool Lofelt.NiceVibrations.MMTouchButton.PressedChangeColor = false |
◆ PressedColor
| Color Lofelt.NiceVibrations.MMTouchButton.PressedColor = Color.white |
◆ PressedFirstTimeDelay
| float Lofelt.NiceVibrations.MMTouchButton.PressedFirstTimeDelay = 0f |
◆ PressedOpacity
| float Lofelt.NiceVibrations.MMTouchButton.PressedOpacity = 1f |
the new opacity to apply to the canvas group when the button is pressed
◆ PressedSprite
| Sprite Lofelt.NiceVibrations.MMTouchButton.PressedSprite |
◆ ReleasedDelay
| float Lofelt.NiceVibrations.MMTouchButton.ReleasedDelay = 0f |
◆ CurrentState
| ButtonStates Lofelt.NiceVibrations.MMTouchButton.CurrentState |
|
getprotected set |
the current state of the button (off, down, pressed or up)
◆ ReturnToInitialSpriteAutomatically
| bool Lofelt.NiceVibrations.MMTouchButton.ReturnToInitialSpriteAutomatically |
|
getset |
The documentation for this class was generated from the following file:
- H:/Code/MoreMountains/feel/Assets/Feel/NiceVibrations/Demo/Common/Scripts/UI/MMTouchButton.cs