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using Leap.Unity.Attributes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Leap.Unity.UI {
[ExecuteInEditMode]
public class PaletteSwitcherController : MonoBehaviour {
public Transform findPaletteControllersWithin;
public ColorPalette[] palettes;
[SerializeField, OnEditorChange("curPaletteIdx")]
private int _curPaletteIdx = 0;
public int curPaletteIdx {
get { return _curPaletteIdx; }
set {
value = Mathf.Clamp(value, 0, palettes.Length - 1);
_curPaletteIdx = value;
setPalettes();
}
}
public ColorPalette curPalette {
get { return palettes[curPaletteIdx]; }
}
private List<GraphicPaletteController> _paletteControllers = new List<GraphicPaletteController>();
void Reset() {
if (findPaletteControllersWithin == null) {
findPaletteControllersWithin = this.transform;
}
}
void OnValidate() {
if (findPaletteControllersWithin != null) {
_paletteControllers.Clear();
findPaletteControllersWithin.GetComponentsInChildren(true, _paletteControllers);
}
}
void OnEnable() {
if (!Application.isPlaying) return;
_paletteControllers.Clear();
findPaletteControllersWithin.GetComponentsInChildren(true, _paletteControllers);
}
private void setPalettes() {
if (palettes.Length == 0) return;
foreach (var paletteController in _paletteControllers) {
paletteController.palette = curPalette;
}
}
}
}