Beispiel #1
0
    private void HandleMovementDirection(AxisEventData data)
    {
        CustomButton overrideSelection = null;
        bool         performNavigation = true;

        switch (data.moveDir)
        {
        case MoveDirection.Left:
        {
            if (Selected.Slot.Pos.Y == 0 && Selected.Slot.Pos.X == 0)
            {
                if (PreviousRow())
                {
                    overrideSelection = Grid[LastY][LastX].Slot;
                }
                else
                {
                    overrideSelection = Grid[0][LastX].Slot;
                }
            }
            break;
        }

        case MoveDirection.Right:
        {
            if (Selected.Slot.Pos.Y == LastY && Selected.Slot.Pos.X == LastX)
            {
                if (NextRow())
                {
                    overrideSelection = Grid[0][0].Slot;
                }
                else
                {
                    overrideSelection = Grid[LastY][0].Slot;
                }
            }
            break;
        }

        case MoveDirection.Up:
        {
            if (Selected.Slot.Pos.Y == 0 && data.moveDir == MoveDirection.Up)
            {
                performNavigation = PreviousRow();
            }
            break;
        }

        case MoveDirection.Down:
        {
            if (Selected.Slot.Pos.Y == LastY && data.moveDir == MoveDirection.Down)
            {
                performNavigation = NextRow();
            }
            break;
        }
        }

        // Change selection, we moved from edge
        if (performNavigation)
        {
            // Check if slot we want to move to is enabled
            if (overrideSelection && (UnityEngine.Object)overrideSelection != (UnityEngine.Object)null)
            {
                // If it's not enabled, recursively find first enabled slot on left (there is always at least one)
                if (!overrideSelection.IsActive())
                {
                    data.selectedObject = overrideSelection.GetNavigationTarget(MoveDirection.Left);
                }
                else
                {
                    data.selectedObject = overrideSelection.gameObject;
                }
            }
            else
            {
                Selected.Slot.Slot.DoMove(data);
            }
        }
        // No selection change, but slot can be disabled now
        else if (!Selected.Slot.Slot.enabled)
        {
            // recursively find first enabled slot on left (there is always at least one)
            data.selectedObject = Selected.Slot.Slot.GetNavigationTarget(MoveDirection.Left);
        }
    }