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