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