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SpriteState.cs
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81 lines (75 loc) · 2.12 KB
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// Decompiled with JetBrains decompiler
// Type: UnityEngine.UI.SpriteState
// Assembly: UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: 2216A18B-AF52-44A5-85A0-A1CAA19C1090
// Assembly location: C:\Users\Blake\sandbox\unity\test-project\Library\UnityAssemblies\UnityEngine.UI.dll
using System;
using UnityEngine.Serialization;
namespace UnityEngine.UI
{
/// <summary>
/// <para>Structure to store the state of a sprite transition on a Selectable.</para>
/// </summary>
[Serializable]
public struct SpriteState : IEquatable<SpriteState>
{
[SerializeField]
[FormerlySerializedAs("highlightedSprite")]
[FormerlySerializedAs("m_SelectedSprite")]
private Sprite m_HighlightedSprite;
[SerializeField]
[FormerlySerializedAs("pressedSprite")]
private Sprite m_PressedSprite;
[SerializeField]
[FormerlySerializedAs("disabledSprite")]
private Sprite m_DisabledSprite;
/// <summary>
/// <para>Highlighted sprite.</para>
/// </summary>
public Sprite highlightedSprite
{
get
{
return this.m_HighlightedSprite;
}
set
{
this.m_HighlightedSprite = value;
}
}
/// <summary>
/// <para>Pressed sprite.</para>
/// </summary>
public Sprite pressedSprite
{
get
{
return this.m_PressedSprite;
}
set
{
this.m_PressedSprite = value;
}
}
/// <summary>
/// <para>Disabled sprite.</para>
/// </summary>
public Sprite disabledSprite
{
get
{
return this.m_DisabledSprite;
}
set
{
this.m_DisabledSprite = value;
}
}
public bool Equals(SpriteState other)
{
if ((UnityEngine.Object) this.highlightedSprite == (UnityEngine.Object) other.highlightedSprite && (UnityEngine.Object) this.pressedSprite == (UnityEngine.Object) other.pressedSprite)
return (UnityEngine.Object) this.disabledSprite == (UnityEngine.Object) other.disabledSprite;
return false;
}
}
}