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2019-09-29 19:40:54 -04:00
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²Ð5Packages/com.unity.ugui/Runtime/UI/Core/ColorBlock.csày¯
ColorBlockuusing System;
using UnityEngine.Serialization;
namespace UnityEngine.UI
{
[Serializable]
/// <summary>
/// Structure that stores the state of a color transition on a Selectable.
/// </summary>
public struct ColorBlock : IEquatable<ColorBlock>
{
[FormerlySerializedAs("normalColor")]
[SerializeField]
private Color m_NormalColor;
[FormerlySerializedAs("highlightedColor")]
[SerializeField]
private Color m_HighlightedColor;
[FormerlySerializedAs("pressedColor")]
[SerializeField]
private Color m_PressedColor;
[FormerlySerializedAs("m_HighlightedColor")]
[SerializeField]
private Color m_SelectedColor;
[FormerlySerializedAs("disabledColor")]
[SerializeField]
private Color m_DisabledColor;
[Range(1, 5)]
[SerializeField]
private float m_ColorMultiplier;
[FormerlySerializedAs("fadeDuration")]
[SerializeField]
private float m_FadeDuration;
/// <summary>
/// The normal color for this color block.
/// </summary>
/// <example>
/// <code>
/// using UnityEngine;
/// using System.Collections;
/// using UnityEngine.UI; // Required when Using UI elements.
///
/// public class ExampleClass : MonoBehaviour
/// {
/// public Button button;
/// public Color newColor;
///
/// void Start()
/// {
/// //Changes the button's Normal color to the new color.
/// ColorBlock cb = button.colors;
/// cb.normalColor = newColor;
/// button.colors = cb;
/// }
/// }
/// </code>
/// </example>
public Color normalColor { get { return m_NormalColor; } set { m_NormalColor = value; } }
/// <summary>
/// The highlight color for this color block.
/// </summary>
/// <example>
/// <code>
/// using UnityEngine;
/// using System.Collections;
/// using UnityEngine.UI; // Required when Using UI elements.
///
/// public class ExampleClass : MonoBehaviour
/// {
/// public Button button;
/// public Color newColor;
///
/// void Start()
/// {
/// //Changes the button's Highlighted color to the new color.
/// ColorBlock cb = button.colors;
/// cb.highlightedColor = newColor;
/// button.colors = cb;
/// }
/// }
/// </code>
/// </example>
public Color highlightedColor { get { return m_HighlightedColor; } set { m_HighlightedColor = value; } }
/// <summary>
/// The pressed color for this color block.
/// </summary>
/// <example>
/// <code>
/// using UnityEngine;
/// using System.Collections;
/// using UnityEngine.UI; // Required when Using UI elements.
///
/// public class ExampleClass : MonoBehaviour
/// {
/// public Button button;
/// public Color newColor;
///
/// void Start()
/// {
/// //Changes the button's Pressed color to the new color.
/// ColorBlock cb = button.colors;
/// cb.pressedColor = newColor;
/// button.colors = cb;
/// }
/// }
/// </code>
/// </example>
public Color pressedColor { get { return m_PressedColor; } set { m_PressedColor = value; } }
/// <summary>
/// The selected color for this color block.
/// </summary>
/// <example>
/// <code>
/// using UnityEngine;
/// using System.Collections;
/// using UnityEngine.UI; // Required when Using UI elements.
///
/// public class ExampleClass : MonoBehaviour
/// {
/// public Button button;
/// public Color newColor;
///
/// void Start()
/// {
/// //Changes the button's Selected color to the new color.
/// ColorBlock cb = button.colors;
/// cb.selectedColor = newColor;
/// button.colors = cb;
/// }
/// }
/// </code>
/// </example>
public Color selectedColor { get { return m_SelectedColor; } set { m_SelectedColor = value; } }
/// <summary>
/// The disabled color for this color block.
/// </summary>
/// <example>
/// <code>
/// using UnityEngine;
/// using System.Collections;
/// using UnityEngine.UI; // Required when Using UI elements.
///
/// public class ExampleClass : MonoBehaviour
/// {
/// public Button button;
/// public Color newColor;
///
/// void Start()
/// {
/// //Changes the button's Disabled color to the new color.
/// ColorBlock cb = button.colors;
/// cb.disabledColor = newColor;
/// button.colors = cb;
/// }
/// }
/// </code>
/// </example>
public Color disabledColor { get { return m_DisabledColor; } set { m_DisabledColor = value; } }
/// <summary>
/// Multiplier applied to colors (allows brightening greater then base color).
/// </summary>
public float colorMultiplier { get { return m_ColorMultiplier; } set { m_ColorMultiplier = value; } }
/// <summary>
/// How long a color transition between states should take.
/// </summary>
public float fadeDuration { get { return m_FadeDuration; } set { m_FadeDuration = value; } }
/// <summary>
/// Simple getter for a code generated default ColorBlock.
/// </summary>
public static ColorBlock defaultColorBlock
{
get
{
var c = new ColorBlock
{
m_NormalColor = new Color32(255, 255, 255, 255),
m_HighlightedColor = new Color32(245, 245, 245, 255),
m_PressedColor = new Color32(200, 200, 200, 255),
m_SelectedColor = new Color32(245, 245, 245, 255),
m_DisabledColor = new Color32(200, 200, 200, 128),
colorMultiplier = 1.0f,
fadeDuration = 0.1f
};
return c;
}
}
public override bool Equals(object obj)
{
if (!(obj is ColorBlock))
return false;
return Equals((ColorBlock)obj);
}
public bool Equals(ColorBlock other)
{
return normalColor == other.normalColor &&
highlightedColor == other.highlightedColor &&
pressedColor == other.pressedColor &&
selectedColor == other.selectedColor &&
disabledColor == other.disabledColor &&
colorMultiplier == other.colorMultiplier &&
fadeDuration == other.fadeDuration;
}
public static bool operator==(ColorBlock point1, ColorBlock point2)
{
return point1.Equals(point2);
}
public static bool operator!=(ColorBlock point1, ColorBlock point2)
{
return !point1.Equals(point2);
}
public override int GetHashCode()
{
return base.GetHashCode();
}