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- using System;
- using UnityEngine.Serialization;
- namespace UnityEngine.UI
- {
- [Serializable]
- /// <summary>
- /// Structure that stores the state of a sprite transition on a Selectable.
- /// </summary>
- public struct SpriteState : IEquatable<SpriteState>
- {
- [SerializeField]
- private Sprite m_HighlightedSprite;
- [SerializeField]
- private Sprite m_PressedSprite;
- [FormerlySerializedAs("m_HighlightedSprite")]
- [SerializeField]
- private Sprite m_SelectedSprite;
- [SerializeField]
- private Sprite m_DisabledSprite;
- /// <summary>
- /// Highlighted sprite.
- /// </summary>
- public Sprite highlightedSprite { get { return m_HighlightedSprite; } set { m_HighlightedSprite = value; } }
- /// <summary>
- /// Pressed sprite.
- /// </summary>
- public Sprite pressedSprite { get { return m_PressedSprite; } set { m_PressedSprite = value; } }
- /// <summary>
- /// Selected sprite.
- /// </summary>
- public Sprite selectedSprite { get { return m_SelectedSprite; } set { m_SelectedSprite = value; } }
- /// <summary>
- /// Disabled sprite.
- /// </summary>
- public Sprite disabledSprite { get { return m_DisabledSprite; } set { m_DisabledSprite = value; } }
- public bool Equals(SpriteState other)
- {
- return highlightedSprite == other.highlightedSprite &&
- pressedSprite == other.pressedSprite &&
- selectedSprite == other.selectedSprite &&
- disabledSprite == other.disabledSprite;
- }
- }
- }
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