SamsonGame/Assets/Sources/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMFeedbackCanvasGroup.cs

66 lines
2.6 KiB
C#

using MoreMountains.Tools;
using UnityEngine;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback lets you control the opacity of a canvas group over time
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback lets you control the opacity of a canvas group over time.")]
[FeedbackPath("UI/CanvasGroup")]
public class MMFeedbackCanvasGroup : MMFeedbackBase
{
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.UIColor; } }
#endif
[Header("Target")]
/// the receiver to write the level to
[Tooltip("the receiver to write the level to")]
public CanvasGroup TargetCanvasGroup;
[Header("Level")]
/// the curve to tween the opacity on
[Tooltip("the curve to tween the opacity on")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public MMTweenType AlphaCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
/// the value to remap the opacity curve's 0 to
[Tooltip("the value to remap the opacity curve's 0 to")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public float RemapZero = 0f;
/// the value to remap the opacity curve's 1 to
[Tooltip("the value to remap the opacity curve's 1 to")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public float RemapOne = 1f;
/// the value to move the opacity to in instant mode
[Tooltip("the value to move the opacity to in instant mode")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.Instant)]
public float InstantAlpha;
protected override void FillTargets()
{
if (TargetCanvasGroup == null)
{
return;
}
MMFeedbackBaseTarget target = new MMFeedbackBaseTarget();
MMPropertyReceiver receiver = new MMPropertyReceiver();
receiver.TargetObject = TargetCanvasGroup.gameObject;
receiver.TargetComponent = TargetCanvasGroup;
receiver.TargetPropertyName = "alpha";
receiver.RelativeValue = RelativeValues;
target.Target = receiver;
target.LevelCurve = AlphaCurve;
target.RemapLevelZero = RemapZero;
target.RemapLevelOne = RemapOne;
target.InstantLevel = InstantAlpha;
_targets.Add(target);
}
}
}