287 lines
9.0 KiB
C#
287 lines
9.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.EventSystems;
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using UnityEngine;
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namespace UnityEngine.UI
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{
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[AddComponentMenu("UI/UXGroup", 31)]
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[DisallowMultipleComponent]
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public class UXGroup : UIBehaviour
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{
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[SerializeField] private bool m_AllowSwitchOff = false;
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public bool allowSwitchOff
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{
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get { return m_AllowSwitchOff; }
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set { m_AllowSwitchOff = value; }
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}
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[SerializeField]
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private List<UXToggle> m_Toggles = new List<UXToggle>();
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// 新增:默认选中的 Toggle(可在 Inspector 设置)
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[SerializeField]
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private UXToggle m_DefaultToggle;
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public UXToggle defaultToggle
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{
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get { return m_DefaultToggle; }
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set { m_DefaultToggle = value; EnsureValidState(); }
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}
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protected UXGroup()
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{
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}
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protected override void Start()
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{
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EnsureValidState();
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base.Start();
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}
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protected override void OnEnable()
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{
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EnsureValidState();
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base.OnEnable();
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}
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private void ValidateToggleIsInGroup(UXToggle toggle)
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{
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if (toggle == null || !m_Toggles.Contains(toggle))
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throw new ArgumentException(string.Format("UXToggle {0} is not part of ToggleGroup {1}", new object[] { toggle, this }));
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}
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public void NotifyToggleOn(UXToggle toggle, bool sendCallback = true)
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{
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ValidateToggleIsInGroup(toggle);
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for (var i = 0; i < m_Toggles.Count; i++)
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{
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if (m_Toggles[i] == toggle)
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continue;
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if (sendCallback)
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m_Toggles[i].isOn = false;
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else
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m_Toggles[i].SetIsOnWithoutNotify(false);
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}
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}
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public void UnregisterToggle(UXToggle toggle)
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{
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if (toggle == null)
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return;
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if (m_Toggles.Contains(toggle))
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m_Toggles.Remove(toggle);
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// 如果被移除的正好是默认选项,则清空默认项
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if (m_DefaultToggle == toggle)
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{
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m_DefaultToggle = null;
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}
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}
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public void RegisterToggle(UXToggle toggle)
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{
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if (toggle == null)
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return;
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if (!m_Toggles.Contains(toggle))
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m_Toggles.Add(toggle);
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// 当组内已有其他开启项,并且不允许 all-off 时,
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// 如果新加入的 toggle 本身为 on,则需要把它关闭以维持单选。
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if (!allowSwitchOff)
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{
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// 如果已经有一个 active 的 toggle(且不是刚加入的这个),并且刚加入的 toggle isOn 为 true,则关闭刚加入的 toggle
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var firstActive = GetFirstActiveToggle();
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if (firstActive != null && firstActive != toggle && toggle.isOn)
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{
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// 我们使用不触发回调的方式避免编辑时产生不必要的事件调用
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toggle.SetIsOnWithoutNotify(false);
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}
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else if (firstActive == null)
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{
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// 没有任何 active 且不允许 all-off:如果 group 指定了 defaultToggle,优先选中它(但仅当 default 在本组内且可交互)
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if (m_DefaultToggle != null && m_Toggles.Contains(m_DefaultToggle))
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{
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var dt = m_DefaultToggle;
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if (dt != null && dt != toggle)
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{
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// 确保默认项被选中(editor/runtime 都适用)
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dt.isOn = true;
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NotifyToggleOn(dt);
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}
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else if (dt == toggle)
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{
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// 新加入项就是默认项,确保它为 on
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toggle.isOn = true;
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NotifyToggleOn(toggle);
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}
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}
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}
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}
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}
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// 新增:判断组里是否包含某 toggle(用于运行时/编辑器避免重复注册)
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public bool ContainsToggle(UXToggle toggle)
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{
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return m_Toggles != null && m_Toggles.Contains(toggle);
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}
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// Ensure list consistency: clean nulls, and make sure every toggle in this list actually references this group.
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public void EnsureValidState()
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{
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if (m_Toggles == null)
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m_Toggles = new List<UXToggle>();
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// Remove null references first
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m_Toggles.RemoveAll(x => x == null);
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// 如果不允许 all-off,优先尝试选中 defaultToggle,否则选中第一个。
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if (!allowSwitchOff && !AnyTogglesOn() && m_Toggles.Count != 0)
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{
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UXToggle toSelect = null;
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if (m_DefaultToggle != null && m_Toggles.Contains(m_DefaultToggle))
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{
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toSelect = m_DefaultToggle;
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}
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else
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{
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toSelect = m_Toggles[0];
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}
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if (toSelect != null)
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{
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toSelect.isOn = true;
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NotifyToggleOn(toSelect);
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}
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}
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IEnumerable<UXToggle> activeToggles = ActiveToggles();
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if (activeToggles.Count() > 1)
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{
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// 如果 defaultToggle 是开启的,优先保留它
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UXToggle firstActive = GetFirstActiveToggle();
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foreach (UXToggle toggle in activeToggles)
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{
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if (toggle == firstActive)
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{
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continue;
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}
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toggle.isOn = false;
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}
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}
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// Synchronize each toggle's group reference to this group if necessary,
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// but avoid causing re-ordering in cases where it's already consistent.
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for (int i = 0; i < m_Toggles.Count; i++)
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{
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var t = m_Toggles[i];
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if (t == null)
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continue;
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if (t.group != this)
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{
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// 使用 setter 会触发必要的注册/注销逻辑
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t.group = this;
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}
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}
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}
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public bool AnyTogglesOn()
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{
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return m_Toggles.Find(x => x != null && x.isOn) != null;
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}
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public IEnumerable<UXToggle> ActiveToggles()
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{
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return m_Toggles.Where(x => x != null && x.isOn);
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}
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public UXToggle GetFirstActiveToggle()
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{
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// 优先返回 defaultToggle(如果它处于 on 且在组内)
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if (m_DefaultToggle != null && m_Toggles.Contains(m_DefaultToggle) && m_DefaultToggle.isOn)
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return m_DefaultToggle;
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IEnumerable<UXToggle> activeToggles = ActiveToggles();
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return activeToggles.Count() > 0 ? activeToggles.First() : null;
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}
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public void SetAllTogglesOff(bool sendCallback = true)
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{
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bool oldAllowSwitchOff = m_AllowSwitchOff;
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m_AllowSwitchOff = true;
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if (sendCallback)
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{
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for (var i = 0; i < m_Toggles.Count; i++)
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if (m_Toggles[i] != null)
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m_Toggles[i].isOn = false;
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}
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else
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{
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for (var i = 0; i < m_Toggles.Count; i++)
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if (m_Toggles[i] != null)
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m_Toggles[i].SetIsOnWithoutNotify(false);
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}
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m_AllowSwitchOff = oldAllowSwitchOff;
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}
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public void Next()
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{
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SelectAdjacent(true);
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}
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public void Preview()
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{
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SelectAdjacent(false);
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}
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private void SelectAdjacent(bool forward)
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{
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if (m_Toggles == null || m_Toggles.Count == 0)
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return;
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UXToggle current = GetFirstActiveToggle();
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int currentIndex = current != null ? m_Toggles.IndexOf(current) : -1;
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int idx = currentIndex;
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if (idx == -1 && !forward)
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idx = 0;
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for (int step = 0; step < m_Toggles.Count; step++)
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{
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if (forward)
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{
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idx = (idx + 1) % m_Toggles.Count;
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}
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else
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{
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idx = (idx - 1 + m_Toggles.Count) % m_Toggles.Count;
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}
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UXToggle t = m_Toggles[idx];
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if (t == null)
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continue;
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if (!t.IsActive())
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continue;
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if (!t.IsInteractable())
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continue;
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t.isOn = true;
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return;
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}
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}
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}
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}
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