forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			63 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using System.Collections;
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public class HoverSlideButton : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
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{
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    public RectTransform buttonTransform;
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    public Vector2 offPosition = Vector2.zero;
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    public Vector2 onPosition = new Vector2(30f, 0f); // e.g., slide 30px to the right
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    public float slideDuration = 0.2f;
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    private Coroutine slideCoroutine;
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    private bool isOn = false;
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    private void Reset()
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    {
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        buttonTransform = GetComponent<RectTransform>();
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    }
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    public void OnPointerEnter(PointerEventData eventData)
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    {
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        SlideToPosition(onPosition);
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    }
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    public void OnPointerExit(PointerEventData eventData)
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    {
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        if (!isOn) SlideToPosition(offPosition);
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    }
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    public void SetOnState(bool on)
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    {
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        isOn = on;
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        SlideToPosition(on ? onPosition : offPosition);
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    }
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    private void SlideToPosition(Vector2 target)
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    {
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        if (slideCoroutine != null)
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            StopCoroutine(slideCoroutine);
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        slideCoroutine = StartCoroutine(SmoothSlide(target));
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    }
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    private IEnumerator SmoothSlide(Vector2 target)
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    {
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        Vector2 startPos = buttonTransform.anchoredPosition;
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        float timeElapsed = 0f;
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        while (timeElapsed < slideDuration)
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        {
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            buttonTransform.anchoredPosition = Vector2.Lerp(startPos, target, timeElapsed / slideDuration);
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            timeElapsed += Time.deltaTime;
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            yield return null;
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        }
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        buttonTransform.anchoredPosition = target;
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    }
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}
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