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UIEventManager.cs
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using Gameframe.GUI.Utility;
using UnityEngine;
using UnityEngine.EventSystems;
namespace Gameframe.GUI.Camera.UI
{
public interface IUIEventManager
{
void Lock();
void Unlock();
}
public class UIEventManager : MonoBehaviour, IUIEventManager
{
static UIEventManager _current;
public static UIEventManager Current
{
get
{
return _current;
}
}
public static void LockCurrent()
{
if ( _current != null )
{
_current.Lock();
}
}
public static void UnlockCurrent()
{
if ( _current != null )
{
_current.Unlock();
}
}
public static bool IsPointerOverUI()
{
return EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
}
EventSystem eventSystem;
[SerializeField]
CountLock inputLock = new CountLock();
protected virtual void Awake()
{
eventSystem = GetComponent<EventSystem>();
_current = this;
inputLock.OnUnlocked.AddListener( this.OnUnlock );
inputLock.OnLocked.AddListener( this.OnLock );
}
public void Lock()
{
inputLock.Lock();
}
public void Unlock()
{
inputLock.Unlock();
}
void OnLock()
{
if ( eventSystem != null )
{
eventSystem.enabled = false;
}
}
void OnUnlock()
{
if ( eventSystem != null )
{
eventSystem.enabled = true;
}
}
}
}