Created field bubble shields / propulsion, currently just a prototype with its own test scene
43 lines
1.1 KiB
C#
43 lines
1.1 KiB
C#
// for uGUI(from 4.6)
|
|
#if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5)
|
|
|
|
using System; // require keep for Windows Universal App
|
|
using UnityEngine;
|
|
using UnityEngine.EventSystems;
|
|
|
|
namespace UniRx.Triggers
|
|
{
|
|
[DisallowMultipleComponent]
|
|
public class ObservablePointerEnterTrigger : ObservableTriggerBase, IEventSystemHandler, IPointerEnterHandler
|
|
{
|
|
Subject<PointerEventData> onPointerEnter;
|
|
public bool SuppressDisable;
|
|
|
|
void IPointerEnterHandler.OnPointerEnter(PointerEventData eventData)
|
|
{
|
|
if (onPointerEnter != null) onPointerEnter.OnNext(eventData);
|
|
}
|
|
|
|
public IObservable<PointerEventData> OnPointerEnterAsObservable()
|
|
{
|
|
return onPointerEnter ?? (onPointerEnter = new Subject<PointerEventData>());
|
|
}
|
|
|
|
private void OnDisable()
|
|
{
|
|
if(!SuppressDisable)
|
|
onPointerEnter = null;
|
|
}
|
|
|
|
protected override void RaiseOnCompletedOnDestroy()
|
|
{
|
|
if (onPointerEnter != null)
|
|
{
|
|
onPointerEnter.OnCompleted();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#endif
|