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//----------------------------------------------
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// NGUI: Next-Gen UI kit
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// Copyright © 2011-2015 Tasharen Entertainment
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//----------------------------------------------
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using UnityEngine;
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/// <summary>
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/// Attach this script to a popup list, the parent of a group of toggles, or to a toggle itself to save its state.
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/// </summary>
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[AddComponentMenu("NGUI/Interaction/Saved Option")]
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public class UISavedOption : MonoBehaviour
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{
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/// <summary>
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/// PlayerPrefs-stored key for this option.
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/// </summary>
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public string keyName;
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string key { get { return (string.IsNullOrEmpty(keyName)) ? "NGUI State: " + name : keyName; } }
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UIPopupList mList;
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UIToggle mCheck;
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UIProgressBar mSlider;
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/// <summary>
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/// Cache the components and register a listener callback.
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/// </summary>
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void Awake ()
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{
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mList = GetComponent<UIPopupList>();
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mCheck = GetComponent<UIToggle>();
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mSlider = GetComponent<UIProgressBar>();
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}
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/// <summary>
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/// Load and set the state of the toggles.
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/// </summary>
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void OnEnable ()
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{
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if (mList != null)
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{
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EventDelegate.Add(mList.onChange, SaveSelection);
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string s = PlayerPrefs.GetString(key);
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if (!string.IsNullOrEmpty(s)) mList.value = s;
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}
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else if (mCheck != null)
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{
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EventDelegate.Add(mCheck.onChange, SaveState);
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mCheck.value = (PlayerPrefs.GetInt(key, mCheck.startsActive ? 1 : 0) != 0);
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}
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else if (mSlider != null)
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{
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EventDelegate.Add(mSlider.onChange, SaveProgress);
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mSlider.value = PlayerPrefs.GetFloat(key, mSlider.value);
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}
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else
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{
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string s = PlayerPrefs.GetString(key);
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UIToggle[] toggles = GetComponentsInChildren<UIToggle>(true);
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for (int i = 0, imax = toggles.Length; i < imax; ++i)
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{
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UIToggle ch = toggles[i];
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ch.value = (ch.name == s);
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}
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}
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}
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/// <summary>
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/// Save the state on destroy.
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/// </summary>
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void OnDisable ()
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{
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if (mCheck != null) EventDelegate.Remove(mCheck.onChange, SaveState);
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else if (mList != null) EventDelegate.Remove(mList.onChange, SaveSelection);
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else if (mSlider != null) EventDelegate.Remove(mSlider.onChange, SaveProgress);
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else
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{
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UIToggle[] toggles = GetComponentsInChildren<UIToggle>(true);
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for (int i = 0, imax = toggles.Length; i < imax; ++i)
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{
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UIToggle ch = toggles[i];
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if (ch.value)
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{
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PlayerPrefs.SetString(key, ch.name);
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break;
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}
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}
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}
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}
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/// <summary>
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/// Save the selection.
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/// </summary>
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public void SaveSelection (GameObject go = null) //modify by chenbin
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{ PlayerPrefs.SetString(key, UIPopupList.current.value); }
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/// <summary>
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/// Save the state.
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/// </summary>
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public void SaveState (GameObject go = null) // modify by chenbin
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{ PlayerPrefs.SetInt(key, UIToggle.current.value ? 1 : 0); }
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/// <summary>
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/// Save the current progress.
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/// </summary>
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public void SaveProgress (GameObject go = null) // modify by chenbin
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{ PlayerPrefs.SetFloat(key, UIProgressBar.current.value); }
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}
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