using System; using UnityEngine; using UnityEngine.Events; public class CircleCommandUI : MonoBehaviour { public bool isClockwise { get { return this.m_IsClockwise; } set { this.m_IsClockwise = value; this.UpdateItemPosition(); } } public uGUIListViewer listViewer { get { return this.m_ListViewer; } } public float circleRadius { get { return this.m_CircleRadius; } set { this.m_CircleRadius = value; this.UpdateItemPosition(); } } public float offsetAngle { get { return this.m_OffsetAngle; } set { this.m_OffsetAngle = value; this.UpdateItemPosition(); } } public CircleCommandUI.OnSelect onSelect { get { return this.m_OnSelect; } } public CircleCommandUI.OnDeselect onDeselect { get { return this.m_OnDeselect; } } public CircleCommandUI.OnDecide onDecide { get { return this.m_OnDecide; } } public Func funcDecide { get; set; } public GameObject lastSelectItem { get { return this.m_LastSelectItem; } private set { this.m_LastSelectItem = value; } } public GameObject nowSelectItem { get { return this.m_NowSelectItem; } private set { this.m_NowSelectItem = value; } } private void OnValidate() { if (!Application.isPlaying) { return; } if (this.isApplicationQuit) { return; } this.UpdateItemPosition(); } private void OnApplicationQuit() { this.isApplicationQuit = true; } public void Show(int itemCount, Action callbackSetUp = null) where T : Component { this.m_ListViewer.Show(itemCount, callbackSetUp); this.UpdateItemPosition(); } private void UpdateItemPosition() { GameObject[] itemArray = this.m_ListViewer.ItemArray; if (itemArray == null) { return; } Transform parentItemArea = this.m_ListViewer.parentItemArea; float num = 360f / (float)itemArray.Length; float num2 = this.offsetAngle; if (this.isClockwise) { num *= -1f; } foreach (GameObject gameObject in itemArray) { Transform transform = gameObject.transform; Vector3 vector = Vector3.zero; vector.x = Mathf.Cos(num2 * 0.0174532924f); vector.y = Mathf.Sin(num2 * 0.0174532924f) * 0.75f; vector.Normalize(); vector *= this.circleRadius; transform.localPosition = vector; num2 += num; } } private void Update() { if (this.funcDecide == null) { return; } if (this.funcDecide()) { this.onDecide.Invoke(this.nowSelectItem); this.nowSelectItem = null; this.lastSelectItem = null; } } public void UpdateSelect(Vector2 axis) { GameObject[] itemArray = this.m_ListViewer.ItemArray; if (itemArray == null) { return; } Transform parentItemArea = this.m_ListViewer.parentItemArea; GameObject gameObject = null; Vector2 vector = Vector2.one * float.PositiveInfinity; foreach (GameObject gameObject2 in itemArray) { Vector2 a = gameObject2.transform.localPosition; Vector2 vector2 = a - axis; if (vector2.sqrMagnitude < vector.sqrMagnitude) { vector = vector2; gameObject = gameObject2; } } if (this.nowSelectItem != gameObject) { this.lastSelectItem = this.nowSelectItem; this.nowSelectItem = gameObject; this.onDeselect.Invoke(this.lastSelectItem); this.onSelect.Invoke(this.nowSelectItem); } } [SerializeField] private bool m_IsClockwise; [SerializeField] private uGUIListViewer m_ListViewer; [SerializeField] private float m_CircleRadius; [SerializeField] private float m_OffsetAngle; [SerializeField] private CircleCommandUI.OnSelect m_OnSelect = new CircleCommandUI.OnSelect(); [SerializeField] private CircleCommandUI.OnDeselect m_OnDeselect = new CircleCommandUI.OnDeselect(); [SerializeField] private CircleCommandUI.OnDecide m_OnDecide = new CircleCommandUI.OnDecide(); private GameObject m_LastSelectItem; private GameObject m_NowSelectItem; private bool isApplicationQuit; [Serializable] public class OnSelect : UnityEvent { } [Serializable] public class OnDeselect : UnityEvent { } [Serializable] public class OnDecide : UnityEvent { } }