Toggle:单选框;开关
可以将多个Toggle按钮加入一个组,则他们之间只能有一个处于选中状态(Toggle Group上Allow Switch Off设为false)。
Toggle和Button类似,只是Toggle有一个开和关的状态。
1.Toggle组件,面板上初始为:
Interactable:是否可以点击交互
Transition:不同状态间的切换显示
IsOn:开关的开或关状态
Graphic:开关开启时要显示的图片(开关的标识)
ToggleTransition:None为无切换过渡,Fade为切换时Graphic所指目标渐隐渐显。
Group(所属组合):这里指向一个带有Toggle Group组件的任意目标,将此Toggle加入该组合,之后此Toggle便会处于该组合的控制下,同一组合内只能有一个Toggle可处于选中状态,即便是初始时将所有Toggle都开启Is On,之后的选择也会自动保持单一模式。
On Value Changed(状态改变触发消息):当此Toggle选中状态改变时,触发一次此消息。
2.ToggleGroup组件:
带有此组件的物体,可以同时管理多个Toggle,将需要被管理的Toggle的Group参数指向此Toggle Group便可。
Allow Switch Off(是否允许关闭):Toggle Group组默认有且仅有一个Toggle可处于选中状态(其管辖的所有Toggle中),如果勾选此属性,则Toggle Group组的所有Toggle都可同时处于未选中状态。
3.源码分析
1/
void Set(bool value, bool sendCallback)
{
if (m_IsOn == value)
return;
// if we are in a group and set to true, do group logic
m_IsOn = value;
if (m_Group != null && IsActive())
{
if (m_IsOn || (!m_Group.AnyTogglesOn() && !m_Group.allowSwitchOff))
{
m_IsOn = true;
m_Group.NotifyToggleOn(this);
}
}
// Always send event when toggle is clicked, even if value didn't change
// due to already active toggle in a toggle group being clicked.
// Controls like Dropdown rely on this.
// It's up to the user to ignore a selection being set to the same value it already was, if desired.
PlayEffect(toggleTransition == ToggleTransition.None);
if (sendCallback)
onValueChanged.Invoke(m_IsOn);
}
isOn属性赋值时,如果当前值与目标值相等,不做处理;否则,先判断该开关是否在一开关组内(group是否有赋值):
如果不在,直接可以设置开关值;
如果在,且按钮组件是激活且所在物体是激活的(isActiveAndEnabled),则 再次判断
- 目标值是true
- 组内没有其他开关是开着的 且 group设置里设置了不允许关闭(Allow Switch Off为false)
上条件满足任意一个,则开关设为true,并使组内其他开关设为false,否则直接改开关值
小结:
1.ToggleGroup设置了Allow Switch Off为false,则开关组里同时必有且只有一个开关是开着的,所以我们要代码切换开关时,只需要指定目标开关设为开,不需要考虑其他开关的关,因为会自动执行。
这样的开关组设置环境下,当你代码设置一个开着的开关为isOn为false时,根据代码可见,设置是不起效的,该开关还是开着的,其他开关还是关着的。
2.设置了IsOn后,是不会影响开关的Interactable属性的,所以就算开关关着,还是可以点击的;如果要禁用点击,还是需要获取Interactable属性设置为false。
最后贴上源码:
using System;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
namespace UnityEngine.UI
{
/// <summary>
/// Simple toggle -- something that has an 'on' and 'off' states: checkbox, toggle button, radio button, etc.
/// </summary>
[AddComponentMenu("UI/Toggle", 31)]
[RequireComponent(typeof(RectTransform))]
public class Toggle : Selectable, IPointerClickHandler, ISubmitHandler, ICanvasElement
{
public enum ToggleTransition
{
None,
Fade
}
[Serializable]
public class ToggleEvent : UnityEvent<bool>
{}
/// <summary>
/// Transition type.
/// </summary>
public ToggleTransition toggleTransition = ToggleTransition.Fade;
/// <summary>
/// Graphic the toggle should be working with.
/// </summary>
public Graphic graphic;
// group that this toggle can belong to
[SerializeField]
private ToggleGroup m_Group;
public ToggleGroup group
{
get { return m_Group; }
set
{
m_Group = value;
#if UNITY_EDITOR
if (Application.isPlaying)
#endif
{
SetToggleGroup(m_Group, true);
PlayEffect(true);
}
}
}
/// <summary>
/// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.
/// </summary>
public ToggleEvent onValueChanged = new ToggleEvent();
// Whether the toggle is on
[FormerlySerializedAs("m_IsActive")]
[Tooltip("Is the toggle currently on or off?")]
[SerializeField]
private bool m_IsOn;
protected Toggle()
{}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
var prefabType = UnityEditor.PrefabUtility.GetPrefabType(this);
if (prefabType != UnityEditor.PrefabType.Prefab && !Application.isPlaying)
CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this);
}
#endif // if UNITY_EDITOR
public virtual void Rebuild(CanvasUpdate executing)
{
#if UNITY_EDITOR
if (executing == CanvasUpdate.Prelayout)
onValueChanged.Invoke(m_IsOn);
#endif
}
public virtual void LayoutComplete()
{}
public virtual void GraphicUpdateComplete()
{}
protected override void OnEnable()
{
base.OnEnable();
SetToggleGroup(m_Group, false);
PlayEffect(true);
}
protected override void OnDisable()
{
SetToggleGroup(null, false);
base.OnDisable();
}
protected override void OnDidApplyAnimationProperties()
{
// Check if isOn has been changed by the animation.
// Unfortunately there is no way to check if we don�t have a graphic.
if (graphic != null)
{
bool oldValue = !Mathf.Approximately(graphic.canvasRenderer.GetColor().a, 0);
if (m_IsOn != oldValue)
{
m_IsOn = oldValue;
Set(!oldValue);
}
}
base.OnDidApplyAnimationProperties();
}
private void SetToggleGroup(ToggleGroup newGroup, bool setMemberValue)
{
ToggleGroup oldGroup = m_Group;
// Sometimes IsActive returns false in OnDisable so don't check for it.
// Rather remove the toggle too often than too little.
if (m_Group != null)
m_Group.UnregisterToggle(this);
// At runtime the group variable should be set but not when calling this method from OnEnable or OnDisable.
// That's why we use the setMemberValue parameter.
if (setMemberValue)
m_Group = newGroup;
// Only register to the new group if this Toggle is active.
if (newGroup != null && IsActive())
newGroup.RegisterToggle(this);
// If we are in a new group, and this toggle is on, notify group.
// Note: Don't refer to m_Group here as it's not guaranteed to have been set.
if (newGroup != null && newGroup != oldGroup && isOn && IsActive())
newGroup.NotifyToggleOn(this);
}
/// <summary>
/// Whether the toggle is currently active.
/// </summary>
public bool isOn
{
get { return m_IsOn; }
set
{
Set(value);
}
}
void Set(bool value)
{
Set(value, true);
}
void Set(bool value, bool sendCallback)
{
if (m_IsOn == value)
return;
// if we are in a group and set to true, do group logic
m_IsOn = value;
if (m_Group != null && IsActive())
{
if (m_IsOn || (!m_Group.AnyTogglesOn() && !m_Group.allowSwitchOff))
{
m_IsOn = true;
m_Group.NotifyToggleOn(this);
}
}
// Always send event when toggle is clicked, even if value didn't change
// due to already active toggle in a toggle group being clicked.
// Controls like Dropdown rely on this.
// It's up to the user to ignore a selection being set to the same value it already was, if desired.
PlayEffect(toggleTransition == ToggleTransition.None);
if (sendCallback)
onValueChanged.Invoke(m_IsOn);
}
/// <summary>
/// Play the appropriate effect.
/// </summary>
private void PlayEffect(bool instant)
{
if (graphic == null)
return;
#if UNITY_EDITOR
if (!Application.isPlaying)
graphic.canvasRenderer.SetAlpha(m_IsOn ? 1f : 0f);
else
#endif
graphic.CrossFadeAlpha(m_IsOn ? 1f : 0f, instant ? 0f : 0.1f, true);
}
/// <summary>
/// Assume the correct visual state.
/// </summary>
protected override void Start()
{
PlayEffect(true);
}
private void InternalToggle()
{
if (!IsActive() || !IsInteractable())
return;
isOn = !isOn;
}
/// <summary>
/// React to clicks.
/// </summary>
public virtual void OnPointerClick(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
InternalToggle();
}
public virtual void OnSubmit(BaseEventData eventData)
{
InternalToggle();
}
}
}