SamsonGame/Assets/Sources/Feel/MMTools/Tools/MMGUI/MMFaderDirectional.cs

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2021-12-29 20:50:11 +03:00
using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
using MoreMountains.Tools;
namespace MoreMountains.Tools
{
/// <summary>
/// The Fader class can be put on an Image, and it'll intercept MMFadeEvents and turn itself on or off accordingly.
/// This specific fader will move from left to right, right to left, top to bottom or bottom to top
/// </summary>
[RequireComponent(typeof(CanvasGroup))]
[AddComponentMenu("More Mountains/Tools/GUI/MMFaderDirectional")]
public class MMFaderDirectional : MonoBehaviour, MMEventListener<MMFadeEvent>, MMEventListener<MMFadeInEvent>, MMEventListener<MMFadeOutEvent>
{
/// the possible directions this fader can move in
public enum Directions { TopToBottom, LeftToRight, RightToLeft, BottomToTop }
[Header("Identification")]
/// the ID for this fader (0 is default), set more IDs if you need more than one fader
[Tooltip("the ID for this fader (0 is default), set more IDs if you need more than one fader")]
public int ID;
[Header("Directional Fader")]
/// the direction this fader should move in when fading in
[Tooltip("the direction this fader should move in when fading in")]
public Directions FadeInDirection = Directions.LeftToRight;
/// the direction this fader should move in when fading out
[Tooltip("the direction this fader should move in when fading out")]
public Directions FadeOutDirection = Directions.LeftToRight;
[Header("Timing")]
/// the default duration of the fade in/out
[Tooltip("the default duration of the fade in/out")]
public float DefaultDuration = 0.2f;
/// the default curve to use for this fader
[Tooltip("the default curve to use for this fader")]
public MMTweenType DefaultTween = new MMTweenType(MMTween.MMTweenCurve.LinearTween);
/// whether or not the fade should happen in unscaled time
[Tooltip("whether or not the fade should happen in unscaled time")]
public bool IgnoreTimescale = true;
/// whether or not to automatically disable this fader on init
[Tooltip("whether or not to automatically disable this fader on init")]
public bool DisableOnInit = true;
[Header("Delay")]
/// a delay (in seconds) to apply before playing this fade
[Tooltip("a delay (in seconds) to apply before playing this fade")]
public float InitialDelay = 0f;
[Header("Interaction")]
/// whether or not the fader should block raycasts when visible
[Tooltip("whether or not the fader should block raycasts when visible")]
public bool ShouldBlockRaycasts = false;
/// the width of the fader
public virtual float Width { get { return _rectTransform.rect.width; } }
/// the height of the fader
public virtual float Height { get { return _rectTransform.rect.height; } }
[Header("Debug")]
[MMInspectorButton("FadeIn1Second")]
public bool FadeIn1SecondButton;
[MMInspectorButton("FadeOut1Second")]
public bool FadeOut1SecondButton;
[MMInspectorButton("DefaultFade")]
public bool DefaultFadeButton;
[MMInspectorButton("ResetFader")]
public bool ResetFaderButton;
protected RectTransform _rectTransform;
protected CanvasGroup _canvasGroup;
protected float _currentDuration;
protected MMTweenType _currentCurve;
protected bool _fading = false;
protected float _fadeStartedAt;
protected Vector2 _initialPosition;
protected Vector2 _fromPosition;
protected Vector2 _toPosition;
protected Vector2 _newPosition;
protected bool _active;
protected bool _initialized = false;
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void ResetFader()
{
_rectTransform.anchoredPosition = _initialPosition;
}
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void DefaultFade()
{
MMFadeEvent.Trigger(DefaultDuration, 1f, DefaultTween, ID, IgnoreTimescale, this.transform.position);
}
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void FadeIn1Second()
{
MMFadeInEvent.Trigger(1f, DefaultTween, ID, IgnoreTimescale, this.transform.position);
}
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void FadeOut1Second()
{
MMFadeOutEvent.Trigger(1f, DefaultTween, ID, IgnoreTimescale, this.transform.position);
}
/// <summary>
/// On Start, we initialize our fader
/// </summary>
protected virtual void Start()
{
Initialization();
}
/// <summary>
/// On init, we grab our components, and disable/hide everything
/// </summary>
//protected virtual IEnumerator Initialization()
protected virtual void Initialization()
{
_canvasGroup = this.gameObject.GetComponent<CanvasGroup>();
_rectTransform = this.gameObject.GetComponent<RectTransform>();
_initialPosition = _rectTransform.anchoredPosition;
if (DisableOnInit)
{
DisableFader();
}
_initialized = true;
}
/// <summary>
/// On Update, we update our alpha
/// </summary>
protected virtual void Update()
{
if (_canvasGroup == null) { return; }
if (_fading)
{
Fade();
}
}
/// <summary>
/// Fades the canvasgroup towards its target alpha
/// </summary>
protected virtual void Fade()
{
float currentTime = IgnoreTimescale ? Time.unscaledTime : Time.time;
float endTime = _fadeStartedAt + _currentDuration;
if (currentTime - _fadeStartedAt < _currentDuration)
{
_newPosition = MMTween.Tween(currentTime, _fadeStartedAt, endTime, _fromPosition, _toPosition, _currentCurve);
_rectTransform.anchoredPosition = _newPosition;
}
else
{
StopFading();
}
}
/// <summary>
/// Stops the fading.
/// </summary>
protected virtual void StopFading()
{
_rectTransform.anchoredPosition = _toPosition;
_fading = false;
if (_initialPosition != _toPosition)
{
DisableFader();
}
}
/// <summary>
/// Starts a fade
/// </summary>
/// <param name="fadingIn"></param>
/// <param name="duration"></param>
/// <param name="curve"></param>
/// <param name="id"></param>
/// <param name="ignoreTimeScale"></param>
/// <param name="worldPosition"></param>
protected virtual IEnumerator StartFading(bool fadingIn, float duration, MMTweenType curve, int id,
bool ignoreTimeScale, Vector3 worldPosition)
{
if (id != ID)
{
yield break;
}
if (InitialDelay > 0f)
{
yield return MMCoroutine.WaitFor(InitialDelay);
}
if (!_initialized)
{
Initialization();
}
if (curve == null)
{
curve = DefaultTween;
}
IgnoreTimescale = ignoreTimeScale;
EnableFader();
_fading = true;
_fadeStartedAt = IgnoreTimescale ? Time.unscaledTime : Time.time;
_currentCurve = curve;
_currentDuration = duration;
_fromPosition = _rectTransform.anchoredPosition;
_toPosition = fadingIn ? _initialPosition : ExitPosition();
_newPosition = MMTween.Tween(0f, 0f, duration, _fromPosition, _toPosition, _currentCurve);
_rectTransform.anchoredPosition = _newPosition;
}
/// <summary>
/// Determines the position of the fader before entry
/// </summary>
/// <returns></returns>
protected virtual Vector2 BeforeEntryPosition()
{
switch (FadeInDirection)
{
case Directions.BottomToTop:
return _initialPosition + Vector2.down * Height;
case Directions.LeftToRight:
return _initialPosition + Vector2.left * Width;
case Directions.RightToLeft:
return _initialPosition + Vector2.right * Width;
case Directions.TopToBottom:
return _initialPosition + Vector2.up * Height;
}
return Vector2.zero;
}
/// <summary>
/// Determines the exit position of the fader
/// </summary>
/// <returns></returns>
protected virtual Vector2 ExitPosition()
{
switch (FadeOutDirection)
{
case Directions.BottomToTop:
return _initialPosition + Vector2.up * Height;
case Directions.LeftToRight:
return _initialPosition + Vector2.right * Width;
case Directions.RightToLeft:
return _initialPosition + Vector2.left * Width;
case Directions.TopToBottom:
return _initialPosition + Vector2.down * Height;
}
return Vector2.zero;
}
/// <summary>
/// Disables the fader.
/// </summary>
protected virtual void DisableFader()
{
if (ShouldBlockRaycasts)
{
_canvasGroup.blocksRaycasts = false;
}
_active = false;
_canvasGroup.alpha = 0;
_rectTransform.anchoredPosition = BeforeEntryPosition();
this.enabled = false;
}
/// <summary>
/// Enables the fader.
/// </summary>
protected virtual void EnableFader()
{
this.enabled = true;
if (ShouldBlockRaycasts)
{
_canvasGroup.blocksRaycasts = true;
}
_active = true;
_canvasGroup.alpha = 1;
}
/// <summary>
/// When catching a fade event, we fade our image in or out
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeEvent fadeEvent)
{
bool status = _active ? false : true;
StartCoroutine(StartFading(status, fadeEvent.Duration, fadeEvent.Curve, fadeEvent.ID,
fadeEvent.IgnoreTimeScale, fadeEvent.WorldPosition));
}
/// <summary>
/// When catching an MMFadeInEvent, we fade our image in
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeInEvent fadeEvent)
{
StartCoroutine(StartFading(true, fadeEvent.Duration, fadeEvent.Curve, fadeEvent.ID,
fadeEvent.IgnoreTimeScale, fadeEvent.WorldPosition));
}
/// <summary>
/// When catching an MMFadeOutEvent, we fade our image out
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeOutEvent fadeEvent)
{
StartCoroutine(StartFading(false, fadeEvent.Duration, fadeEvent.Curve, fadeEvent.ID,
fadeEvent.IgnoreTimeScale, fadeEvent.WorldPosition));
}
/// <summary>
/// On enable, we start listening to events
/// </summary>
protected virtual void OnEnable()
{
this.MMEventStartListening<MMFadeEvent>();
this.MMEventStartListening<MMFadeInEvent>();
this.MMEventStartListening<MMFadeOutEvent>();
}
/// <summary>
/// On disable, we stop listening to events
/// </summary>
protected virtual void OnDestroy()
{
this.MMEventStopListening<MMFadeEvent>();
this.MMEventStopListening<MMFadeInEvent>();
this.MMEventStopListening<MMFadeOutEvent>();
}
}
}