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//----------------------------------------------
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// NGUI: Next-Gen UI kit
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// Copyright © 2011-2015 Tasharen Entertainment
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//----------------------------------------------
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using UnityEngine;
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/// <summary>
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/// Sample script showing how easy it is to implement a standard button that swaps sprites.
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/// </summary>
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[AddComponentMenu("NGUI/UI/Image Button")]
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public class UIImageButton : MonoBehaviour
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{
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public UISprite target;
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public string normalSprite;
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public string hoverSprite;
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public string pressedSprite;
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public string disabledSprite;
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public bool pixelSnap = true;
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public bool isEnabled
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{
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get
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{
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#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
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Collider col = collider;
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#else
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Collider col = gameObject.GetComponent<Collider>();
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#endif
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return col && col.enabled;
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}
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set
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{
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#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
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Collider col = collider;
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#else
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Collider col = gameObject.GetComponent<Collider>();
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#endif
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if (!col) return;
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if (col.enabled != value)
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{
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col.enabled = value;
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UpdateImage();
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}
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}
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}
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void OnEnable ()
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{
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if (target == null) target = GetComponentInChildren<UISprite>();
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UpdateImage();
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}
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void OnValidate ()
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{
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if (target != null)
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{
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if (string.IsNullOrEmpty(normalSprite)) normalSprite = target.spriteName;
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if (string.IsNullOrEmpty(hoverSprite)) hoverSprite = target.spriteName;
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if (string.IsNullOrEmpty(pressedSprite)) pressedSprite = target.spriteName;
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if (string.IsNullOrEmpty(disabledSprite)) disabledSprite = target.spriteName;
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}
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}
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void UpdateImage()
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{
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if (target != null)
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{
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if (isEnabled) SetSprite(UICamera.IsHighlighted(gameObject) ? hoverSprite : normalSprite);
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else SetSprite(disabledSprite);
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}
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}
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void OnHover (bool isOver)
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{
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if (isEnabled && target != null)
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SetSprite(isOver ? hoverSprite : normalSprite);
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}
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void OnPress (bool pressed)
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{
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if (pressed) SetSprite(pressedSprite);
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else UpdateImage();
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}
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void SetSprite (string sprite)
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{
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if (target.atlas == null || target.atlas.GetSprite(sprite) == null) return;
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target.spriteName = sprite;
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if (pixelSnap) target.MakePixelPerfect();
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}
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}
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