// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved. namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.UI)] [Tooltip("Sets the interactable flag of a UI Selectable component.")] public class UiSetIsInteractable : FsmStateAction { [RequiredField] [CheckForComponent(typeof(UnityEngine.UI.Selectable))] [Tooltip("The GameObject with the UI Selectable component.")] public FsmOwnerDefault gameObject; [Tooltip("The Interactable value")] public FsmBool isInteractable; [Tooltip("Reset when exiting this state.")] public FsmBool resetOnExit; private UnityEngine.UI.Selectable _selectable; private bool _originalState; public override void Reset() { gameObject = null; isInteractable = null; resetOnExit = false; } public override void OnEnter() { var _go = Fsm.GetOwnerDefaultTarget(gameObject); if (_go != null) { _selectable = _go.GetComponent(); } if (_selectable != null && resetOnExit.Value) { _originalState = _selectable.IsInteractable(); } DoSetValue(); Finish(); } private void DoSetValue() { if (_selectable != null) { _selectable.interactable = isInteractable.Value; } } public override void OnExit() { if (_selectable == null) { return; } if (resetOnExit.Value) { _selectable.interactable = _originalState; } } } }