using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
///
/// Vector2 - Panel
///
public class UIVector2 : ModuleUIPanel {
public bool isLock;
public Vector2 value;
public UISliderInputH sliderX;
public UISliderInputH sliderY;
public event Action ValueChanged;
public Button Lock => Q("Lock");
public VisualElement SliderX => Q("SliderInputX");
public VisualElement SliderY => Q("SliderInputY");
public UIVector2(VisualElement element, VisualElement canvas) : base(element) {
sliderX = new UISliderInputH(SliderX, canvas);
sliderY = new UISliderInputH(SliderY, canvas);
Lock.clicked += Lock_clicked;
sliderX.ValueChanged += SliderX_ValueChanged;
sliderY.ValueChanged += SliderY_ValueChanged;
}
private void Lock_clicked() {
isLock = !isLock;
Lock.EnableInClassList("dashboard-button-s", isLock);
if (isLock) { value.y = value.x; sliderY.UpdateValue(value.x); }
ValueChanged?.Invoke(value, isLock);
}
private void SliderX_ValueChanged(float obj) {
value.x = obj;
if (isLock) { value.y = obj; sliderY.UpdateValue(obj); }
ValueChanged?.Invoke(value, isLock);
}
private void SliderY_ValueChanged(float obj) {
value.y = obj;
if (isLock) { value.x = obj; sliderX.UpdateValue(obj); }
ValueChanged?.Invoke(value, isLock);
}
public void Update() {
sliderX.Update();
sliderY.Update();
}
/// 更新值
public void UpdateValue(Vector2 value, bool isLock) {
this.value = value;
this.isLock = isLock;
sliderX.UpdateValue(value.x);
sliderY.UpdateValue(value.y);
Lock.EnableInClassList("dashboard-button-s", isLock);
}
/// 设置范围
public void Settings(Vector2 range) {
sliderX.range = range;
sliderY.range = range;
}
}