68 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
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| using UnityEngine.UI;
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| 
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| namespace UnityEngine.XR.Content.Walkthrough
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| {
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|     /// <summary>
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|     /// Trigger that, when active, waits for a UI button to be pressed
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|     /// </summary>
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|     internal class ButtonPressTrigger : WalkthroughTrigger
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|     {
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| #pragma warning disable 649
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|         [SerializeField]
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|         [Tooltip("The UI button that when pressed, will allow this trigger to pass.")]
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|         Button m_ButtonToPress;
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| 
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|         [SerializeField]
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|         [Tooltip("Allow pressing of the button switch the step of the tutorial")]
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|         bool m_SwitchContext = true;
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| 
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| #pragma warning restore 649
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|         bool m_Triggered = false;
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| 
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|         void Start()
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|         {
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|             if (m_ButtonToPress == null)
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|                 return;
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| 
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|             m_ButtonToPress.onClick.RemoveListener(ButtonPressHandler);
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|             m_ButtonToPress.onClick.AddListener(ButtonPressHandler);
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|         }
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| 
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|         public override bool ResetTrigger()
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|         {
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|             m_Triggered = false;
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|             if (m_ButtonToPress == null)
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|                 return false;
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| 
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|             m_ButtonToPress.onClick.RemoveListener(ButtonPressHandler);
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|             m_ButtonToPress.onClick.AddListener(ButtonPressHandler);
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|             return true;
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|         }
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| 
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|         public override bool Check()
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|         {
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|             return m_Triggered;
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|         }
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| 
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|         void ButtonPressHandler()
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|         {
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|             // Attempt to switch to this step if this button is not part of the current step
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|             if (m_SwitchContext)
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|             {
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|                 var parent = GetComponentInParent<WalkthroughStep>();
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|                 var walkthrough = GetComponentInParent<Walkthrough>();
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|                 if (parent != null && walkthrough != null)
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|                 {
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|                     var steps = walkthrough.steps;
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|                     var stepIndex = Array.IndexOf(steps, parent);
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|                     if (stepIndex != walkthrough.currentStep)
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|                         walkthrough.SkipToStep(stepIndex);
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|                 }
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|             }
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| 
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|             m_Triggered = true;
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|         }
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|     }
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| }
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