Files
UltimateFishing2020/Assets/Scripts/Assembly-CSharp/Rewired/UI/ControlMapper/UITools.cs
2026-03-04 10:03:45 +08:00

164 lines
4.4 KiB
C#

using UnityEngine;
using UnityEngine.UI;
namespace Rewired.UI.ControlMapper
{
public static class UITools
{
public static GameObject InstantiateGUIObject<T>(GameObject prefab, Transform parent, string name) where T : Component
{
GameObject gameObject = InstantiateGUIObject_Pre<T>(prefab, parent, name);
if (gameObject == null)
{
return null;
}
RectTransform component = gameObject.GetComponent<RectTransform>();
if (component == null)
{
Debug.LogError(name + " prefab is missing RectTransform component!");
}
else
{
component.localScale = Vector3.one;
}
return gameObject;
}
public static GameObject InstantiateGUIObject<T>(GameObject prefab, Transform parent, string name, Vector2 pivot, Vector2 anchorMin, Vector2 anchorMax, Vector2 anchoredPosition) where T : Component
{
GameObject gameObject = InstantiateGUIObject_Pre<T>(prefab, parent, name);
if (gameObject == null)
{
return null;
}
RectTransform component = gameObject.GetComponent<RectTransform>();
if (component == null)
{
Debug.LogError(name + " prefab is missing RectTransform component!");
}
else
{
component.localScale = Vector3.one;
component.pivot = pivot;
component.anchorMin = anchorMin;
component.anchorMax = anchorMax;
component.anchoredPosition = anchoredPosition;
}
return gameObject;
}
private static GameObject InstantiateGUIObject_Pre<T>(GameObject prefab, Transform parent, string name) where T : Component
{
if (prefab == null)
{
Debug.LogError(name + " prefab is null!");
return null;
}
GameObject gameObject = Object.Instantiate(prefab);
if (!string.IsNullOrEmpty(name))
{
gameObject.name = name;
}
T component = gameObject.GetComponent<T>();
if (component == null)
{
Debug.LogError(name + " prefab is missing the " + component.GetType().ToString() + " component!");
return null;
}
if (parent != null)
{
gameObject.transform.SetParent(parent, worldPositionStays: false);
}
return gameObject;
}
public static Vector3 GetPointOnRectEdge(RectTransform rectTransform, Vector2 dir)
{
if (rectTransform == null)
{
return Vector3.zero;
}
if (dir != Vector2.zero)
{
dir /= Mathf.Max(Mathf.Abs(dir.x), Mathf.Abs(dir.y));
}
Rect rect = rectTransform.rect;
dir = rect.center + Vector2.Scale(rect.size, dir * 0.5f);
return dir;
}
public static Rect GetWorldSpaceRect(RectTransform rt)
{
if (rt == null)
{
return default(Rect);
}
Rect rect = rt.rect;
Vector2 vector = rt.TransformPoint(new Vector2(rect.xMin, rect.yMin));
Vector2 vector2 = rt.TransformPoint(new Vector2(rect.xMin, rect.yMax));
Vector2 vector3 = rt.TransformPoint(new Vector2(rect.xMax, rect.yMin));
return new Rect(vector.x, vector.y, vector3.x - vector.x, vector2.y - vector.y);
}
public static Rect TransformRectTo(Transform from, Transform to, Rect rect)
{
Vector3 position;
Vector3 position2;
Vector3 position3;
if (from != null)
{
position = from.TransformPoint(new Vector2(rect.xMin, rect.yMin));
position2 = from.TransformPoint(new Vector2(rect.xMin, rect.yMax));
position3 = from.TransformPoint(new Vector2(rect.xMax, rect.yMin));
}
else
{
position = new Vector2(rect.xMin, rect.yMin);
position2 = new Vector2(rect.xMin, rect.yMax);
position3 = new Vector2(rect.xMax, rect.yMin);
}
if (to != null)
{
position = to.InverseTransformPoint(position);
position2 = to.InverseTransformPoint(position2);
position3 = to.InverseTransformPoint(position3);
}
return new Rect(position.x, position.y, position3.x - position.x, position.y - position2.y);
}
public static Rect InvertY(Rect rect)
{
return new Rect(rect.xMin, rect.yMin, rect.width, 0f - rect.height);
}
public static void SetInteractable(Selectable selectable, bool state, bool playTransition)
{
if (selectable == null)
{
return;
}
if (!playTransition)
{
if (selectable.transition == Selectable.Transition.ColorTint)
{
ColorBlock colors = selectable.colors;
float fadeDuration = colors.fadeDuration;
colors.fadeDuration = 0f;
selectable.colors = colors;
selectable.interactable = state;
colors.fadeDuration = fadeDuration;
selectable.colors = colors;
}
else
{
selectable.interactable = state;
}
}
else
{
selectable.interactable = state;
}
}
}
}