using System; using UnityEngine; namespace FBInput { [ExecuteInEditMode] [RequireComponent(typeof(UIButton))] public class FBButton : BaseBehaviour { public bool IsPressed { get { return this._uiButton.state == UIButtonColor.State.Pressed; } } public bool IsActive { get { return base.gameObject.activeSelf; } set { base.gameObject.SetActive(value); } } public string Text { get { return (!(this._uiLabel != null)) ? string.Empty : this._uiLabel.text; } set { if (this._uiLabel != null) { this._uiLabel.text = value; } } } [SerializeField] private UIButton _uiButton; [SerializeField] private UILabel _uiLabel; } }