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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections.Generic;
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namespace Fungus
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{
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/// <summary>
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/// Set the interactable state of selectable objects.
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/// </summary>
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[CommandInfo("UI",
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"Set Interactable",
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"Set the interactable state of selectable objects.")]
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public class SetInteractable : Command
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{
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[Tooltip("List of objects to be affected by the command")]
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[SerializeField] protected List<GameObject> targetObjects = new List<GameObject>();
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[Tooltip("Controls if the selectable UI object be interactable or not")]
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[SerializeField] protected BooleanData interactableState = new BooleanData(true);
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#region Public members
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public override void OnEnter()
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{
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if (targetObjects.Count == 0)
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{
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Continue();
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return;
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}
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for (int i = 0; i < targetObjects.Count; i++)
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{
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var targetObject = targetObjects[i];
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var selectables = targetObject.GetComponents<Selectable>();
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for (int j = 0; j < selectables.Length; j++)
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{
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var selectable = selectables[j];
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selectable.interactable = interactableState.Value;
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}
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}
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Continue();
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}
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public override string GetSummary()
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{
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if (targetObjects.Count == 0)
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{
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return "Error: No targetObjects selected";
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}
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else if (targetObjects.Count == 1)
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{
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if (targetObjects[0] == null)
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{
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return "Error: No targetObjects selected";
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}
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return targetObjects[0].name + " = " + interactableState.Value;
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}
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string objectList = "";
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for (int i = 0; i < targetObjects.Count; i++)
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{
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var go = targetObjects[i];
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if (go == null)
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{
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continue;
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}
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if (objectList == "")
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{
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objectList += go.name;
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}
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else
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{
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objectList += ", " + go.name;
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}
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}
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return objectList + " = " + interactableState.Value;
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}
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public override Color GetButtonColor()
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{
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return new Color32(180, 250, 250, 255);
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}
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public override void OnCommandAdded(Block parentBlock)
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{
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targetObjects.Add(null);
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}
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public override bool IsReorderableArray(string propertyName)
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{
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if (propertyName == "targetObjects")
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{
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return true;
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}
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return false;
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}
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public override bool HasReference(Variable variable)
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{
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return interactableState.booleanRef == variable || base.HasReference(variable);
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}
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#endregion
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}
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}
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