using System;
using UnityEngine.Serialization;
namespace UnityEngine.UI
{
///
/// Structure that stores the state of an animation transition on a Selectable.
///
[Serializable]
public class AnimationTriggers
{
private const string kDefaultNormalAnimName = "Normal";
private const string kDefaultHighlightedAnimName = "Highlighted";
private const string kDefaultPressedAnimName = "Pressed";
private const string kDefaultSelectedAnimName = "Selected";
private const string kDefaultDisabledAnimName = "Disabled";
[FormerlySerializedAs("normalTrigger")]
[SerializeField]
private string m_NormalTrigger = kDefaultNormalAnimName;
[FormerlySerializedAs("highlightedTrigger")]
[SerializeField]
private string m_HighlightedTrigger = kDefaultHighlightedAnimName;
[FormerlySerializedAs("pressedTrigger")]
[SerializeField]
private string m_PressedTrigger = kDefaultPressedAnimName;
[FormerlySerializedAs("m_HighlightedTrigger")]
[SerializeField]
private string m_SelectedTrigger = kDefaultSelectedAnimName;
[FormerlySerializedAs("disabledTrigger")]
[SerializeField]
private string m_DisabledTrigger = kDefaultDisabledAnimName;
///
/// Trigger to send to animator when entering normal state.
///
///
///
/// using UnityEngine;
/// using System.Collections;
/// using UnityEngine.UI; // Required when Using UI elements.
///
/// public class ExampleClass : MonoBehaviour
/// {
/// public Animator buttonAnimator;
/// public Button button;
/// void SomeFunction()
/// {
/// //Sets the button to the Normal state (Useful when making tutorials).
/// buttonAnimator.SetTrigger(button.animationTriggers.normalTrigger);
/// }
/// }
///
///
public string normalTrigger { get { return m_NormalTrigger; } set { m_NormalTrigger = value; } }
///
/// Trigger to send to animator when entering highlighted state.
///
///
///
/// using UnityEngine;
/// using System.Collections;
/// using UnityEngine.UI; // Required when Using UI elements.
///
/// public class ExampleClass : MonoBehaviour
/// {
/// public Animator buttonAnimator;
/// public Button button;
/// void SomeFunction()
/// {
/// //Sets the button to the Highlighted state (Useful when making tutorials).
/// buttonAnimator.SetTrigger(button.animationTriggers.highlightedTrigger);
/// }
/// }
///
///
public string highlightedTrigger { get { return m_HighlightedTrigger; } set { m_HighlightedTrigger = value; } }
///
/// Trigger to send to animator when entering pressed state.
///
///
///
/// using UnityEngine;
/// using System.Collections;
/// using UnityEngine.UI; // Required when Using UI elements.
///
/// public class ExampleClass : MonoBehaviour
/// {
/// public Animator buttonAnimator;
/// public Button button;
/// void SomeFunction()
/// {
/// //Sets the button to the Pressed state (Useful when making tutorials).
/// buttonAnimator.SetTrigger(button.animationTriggers.pressedTrigger);
/// }
/// }
///
///
public string pressedTrigger { get { return m_PressedTrigger; } set { m_PressedTrigger = value; } }
///
/// Trigger to send to animator when entering selected state.
///
///
///
/// using UnityEngine;
/// using System.Collections;
/// using UnityEngine.UI; // Required when Using UI elements.
///
/// public class ExampleClass : MonoBehaviour
/// {
/// public Animator buttonAnimator;
/// public Button button;
/// void SomeFunction()
/// {
/// //Sets the button to the Selected state (Useful when making tutorials).
/// buttonAnimator.SetTrigger(button.animationTriggers.selectedTrigger);
/// }
/// }
///
///
public string selectedTrigger { get { return m_SelectedTrigger; } set { m_SelectedTrigger = value; } }
///
/// Trigger to send to animator when entering disabled state.
///
///
///
/// using UnityEngine;
/// using System.Collections;
/// using UnityEngine.UI; // Required when Using UI elements.
///
/// public class ExampleClass : MonoBehaviour
/// {
/// public Animator buttonAnimator;
/// public Button button;
/// void SomeFunction()
/// {
/// //Sets the button to the Disabled state (Useful when making tutorials).
/// buttonAnimator.SetTrigger(button.animationTriggers.disabledTrigger);
/// }
/// }
///
///
public string disabledTrigger { get { return m_DisabledTrigger; } set { m_DisabledTrigger = value; } }
}
}