An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// 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
{
/// <summary>
/// Set the interactable state of selectable objects.
/// </summary>
[CommandInfo("UI",
"Set Interactable",
"Set the interactable sate of selectable objects.")]
public class SetInteractable : Command
{
[Tooltip("List of objects to be affected by the command")]
[SerializeField] protected List<GameObject> targetObjects = new List<GameObject>();
[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;
}
foreach (var targetObject in targetObjects)
{
var selectables = targetObject.GetComponents<Selectable>();
foreach (var selectable in selectables)
{
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 = "";
foreach (var gameObject in targetObjects)
{
if (gameObject == null)
{
continue;
}
if (objectList == "")
{
objectList += gameObject.name;
}
else
{
objectList += ", " + gameObject.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;
}
#endregion
}
}