using System.Collections;
using UnityEngine;
using UnityEngine.EventSystems;
public class MenuSelectionHandler : MonoBehaviour
{
[SerializeField] private InputReader _inputReader;
[SerializeField][ReadOnly] private GameObject _defaultSelection;
[SerializeField][ReadOnly] private GameObject _currentSelection;
[SerializeField][ReadOnly] private GameObject _mouseSelection;
private void OnEnable()
{
_inputReader.MenuMouseMoveEvent += HandleMoveCursor;
_inputReader.MoveSelectionEvent += HandleMoveSelection;
StartCoroutine(SelectDefault());
}
private void OnDisable()
{
_inputReader.MenuMouseMoveEvent -= HandleMoveCursor;
_inputReader.MoveSelectionEvent -= HandleMoveSelection;
}
public void UpdateDefault(GameObject newDefault)
{
_defaultSelection = newDefault;
}
///
/// Highlights the default element
///
private IEnumerator SelectDefault()
{
yield return new WaitForSeconds(.03f); // Necessary wait otherwise the highlight won't show up
if (_defaultSelection != null)
UpdateSelection(_defaultSelection);
}
public void Unselect()
{
_currentSelection = null;
if (EventSystem.current != null)
EventSystem.current.SetSelectedGameObject(null);
}
///
/// Fired by keyboard and gamepad inputs. Current selected UI element will be the ui Element that was selected
/// when the event was fired. The _currentSelection is updated later on, after the EventSystem moves to the
/// desired UI element, the UI element will call into UpdateSelection()
///
private void HandleMoveSelection()
{
Cursor.visible = false;
// Handle case where no UI element is selected because mouse left selectable bounds
if (EventSystem.current.currentSelectedGameObject == null)
EventSystem.current.SetSelectedGameObject(_currentSelection);
}
private void HandleMoveCursor()
{
if (_mouseSelection != null)
{
EventSystem.current.SetSelectedGameObject(_mouseSelection);
}
Cursor.visible = true;
}
public void HandleMouseEnter(GameObject UIElement)
{
_mouseSelection = UIElement;
EventSystem.current.SetSelectedGameObject(UIElement);
}
public void HandleMouseExit(GameObject UIElement)
{
if (EventSystem.current.currentSelectedGameObject != UIElement)
{
return;
}
// keep selecting the last thing the mouse has selected
_mouseSelection = null;
EventSystem.current.SetSelectedGameObject(_currentSelection);
}
///
/// Method interactable UI elements should call on Submit interaction to determine whether to continue or not.
///
///
public bool AllowsSubmit()
{
// if LMB is not down, there is no edge case to handle, allow the event to continue
return !_inputReader.LeftMouseDown()
// if we know mouse & keyboard are on different elements, do not allow interaction to continue
|| _mouseSelection != null && _mouseSelection == _currentSelection;
}
///
/// Fired by gamepad or keyboard navigation inputs
///
///
public void UpdateSelection(GameObject UIElement)
{
if ((UIElement.GetComponent() != null) || (UIElement.GetComponent() != null))
{
_mouseSelection = UIElement;
_currentSelection = UIElement;
}
}
// Debug
// private void OnGUI()
// {
// GUILayout.Box($"_currentSelection: {(_currentSelection != null ? _currentSelection.name : "null")}");
// GUILayout.Box($"_mouseSelection: {(_mouseSelection != null ? _mouseSelection.name : "null")}");
// }
private void Update()
{
if ((EventSystem.current != null) && (EventSystem.current.currentSelectedGameObject == null) && (_currentSelection != null))
{
EventSystem.current.SetSelectedGameObject(_currentSelection);
}
}
}