Files
beyond/Assets/ThirdParty/PlayMaker/Actions/UI/UiSliderSetMinMax.cs
2024-11-20 15:21:28 +01:00

93 lines
2.0 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved.
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.UI)]
[Tooltip("Sets the minimum and maximum limits for the value of a UI Slider component. Optionally resets on exit")]
public class UiSliderSetMinMax : ComponentAction<UnityEngine.UI.Slider>
{
[RequiredField]
[CheckForComponent(typeof(UnityEngine.UI.Slider))]
[Tooltip("The GameObject with the UI Slider component.")]
public FsmOwnerDefault gameObject;
[Tooltip("The minimum value of the UI Slider component. Leave as None for no effect")]
public FsmFloat minValue;
[Tooltip("The maximum value of the UI Slider component. Leave as None for no effect")]
public FsmFloat maxValue;
[Tooltip("Reset when exiting this state.")]
public FsmBool resetOnExit;
[Tooltip("Repeats every frame")]
public bool everyFrame;
private UnityEngine.UI.Slider slider;
private float originalMinValue;
private float originalMaxValue;
public override void Reset()
{
gameObject = null;
minValue = new FsmFloat {UseVariable=true};
maxValue = new FsmFloat {UseVariable=true};
resetOnExit = null;
everyFrame = false;
}
public override void OnEnter()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (UpdateCache(go))
{
slider = cachedComponent;
}
if (resetOnExit.Value)
{
originalMinValue = slider.minValue;
originalMaxValue = slider.maxValue;
}
DoSetValue();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoSetValue();
}
private void DoSetValue()
{
if (slider == null) return;
if (!minValue.IsNone)
{
slider.minValue = minValue.Value;
}
if (!maxValue.IsNone)
{
slider.maxValue = maxValue.Value;
}
}
public override void OnExit()
{
if (slider == null) return;
if (resetOnExit.Value)
{
slider.minValue = originalMinValue;
slider.maxValue = originalMaxValue;
}
}
}
}