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Packages/Runtime/Selection/SelectableEvent.cs
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59
Packages/Runtime/Selection/SelectableEvent.cs
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using UnityEngine;
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using UnityEngine.Events;
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namespace BITKit
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{
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public class SelectableEvent : MonoBehaviour, ISelectableComponent
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{
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[Header(nameof(SelectionState.None))]
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[SerializeField] UnityEvent OnNone;
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[Header(nameof(SelectionState.Hover))]
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[SerializeField] UnityEvent OnHover;
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[Header(nameof(SelectionState.Active))]
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[SerializeField] UnityEvent OnActive;
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[Header(nameof(SelectionState.Inactive))]
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[SerializeField] UnityEvent OnInactive;
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[Header(nameof(SelectionState.Focus))]
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[SerializeField] UnityEvent OnFocus;
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[Header(nameof(SelectionState.Selected))]
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[SerializeField] UnityEvent OnSelected;
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[Header(nameof(SelectionState.Enabled))]
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[SerializeField] UnityEvent OnEnabled;
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[Header(nameof(SelectionState.Checked))]
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[SerializeField] UnityEvent OnChecked;
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[Header(nameof(SelectionState.Root))]
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[SerializeField] UnityEvent OnRoot;
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public void SetSelectionState(SelectionState state)
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{
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switch (state)
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{
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case SelectionState.None:
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OnNone.Invoke();
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break;
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case SelectionState.Hover:
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OnHover.Invoke();
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break;
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case SelectionState.Active:
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OnActive.Invoke();
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break;
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case SelectionState.Inactive:
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OnInactive.Invoke();
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break;
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case SelectionState.Focus:
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OnFocus.Invoke();
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break;
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case SelectionState.Selected:
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OnSelected.Invoke();
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break;
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case SelectionState.Enabled:
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OnEnabled.Invoke();
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break;
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case SelectionState.Checked:
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OnChecked.Invoke();
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break;
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case SelectionState.Root:
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OnRoot.Invoke();
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break;
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}
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}
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}
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}
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