using MoreMountains.Tools;
using UnityEngine;
using TMPro;
using System.Collections;
namespace MoreMountains.Feedbacks
{
///
/// This feedback lets you dilate a TMP text over time
///
[AddComponentMenu("")]
[FeedbackHelp("This feedback lets you dilate a TMP text over time.")]
[FeedbackPath("TextMesh Pro/TMP Dilate")]
public class MMFeedbackTMPDilate : MMFeedback
{
/// the duration of this feedback is the duration of the transition, or 0 if instant
public override float FeedbackDuration { get { return (Mode == MMFeedbackBase.Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { Duration = value; } }
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.TMPColor; } }
#endif
[Header("Target")]
/// the TMP_Text component to control
[Tooltip("the TMP_Text component to control")]
public TMP_Text TargetTMPText;
[Header("Dilate")]
/// whether or not values should be relative
[Tooltip("whether or not values should be relative")]
public bool RelativeValues = true;
/// the selected mode
[Tooltip("the selected mode")]
public MMFeedbackBase.Modes Mode = MMFeedbackBase.Modes.OverTime;
/// the duration of the feedback, in seconds
[Tooltip("the duration of the feedback, in seconds")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public float Duration = 0.5f;
/// the curve to tween on
[Tooltip("the curve to tween on")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public MMTweenType DilateCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0.5f), new Keyframe(0.3f, 1f), new Keyframe(1, 0.5f)));
/// the value to remap the curve's 0 to
[Tooltip("the value to remap the curve's 0 to")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public float RemapZero = -1f;
/// the value to remap the curve's 1 to
[Tooltip("the value to remap the curve's 1 to")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public float RemapOne = 1f;
/// the value to move to in instant mode
[Tooltip("the value to move to in instant mode")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.Instant)]
public float InstantDilate;
/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
public bool AllowAdditivePlays = false;
protected float _initialDilate;
protected Coroutine _coroutine;
///
/// On init we grab our initial dilate value
///
///
protected override void CustomInitialization(GameObject owner)
{
base.CustomInitialization(owner);
if (!Active)
{
return;
}
_initialDilate = TargetTMPText.fontMaterial.GetFloat(ShaderUtilities.ID_FaceDilate);
}
///
/// On Play we turn animate our transition
///
///
///
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (TargetTMPText == null)
{
return;
}
if (Active)
{
switch (Mode)
{
case MMFeedbackBase.Modes.Instant:
TargetTMPText.fontMaterial.SetFloat(ShaderUtilities.ID_FaceDilate, InstantDilate);
TargetTMPText.UpdateMeshPadding();
break;
case MMFeedbackBase.Modes.OverTime:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
_coroutine = StartCoroutine(ApplyValueOverTime());
break;
}
}
}
///
/// Applies our dilate value over time
///
///
protected virtual IEnumerator ApplyValueOverTime()
{
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
{
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
SetValue(remappedTime);
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
yield return null;
}
SetValue(FinalNormalizedTime);
_coroutine = null;
yield return null;
}
///
/// Sets the Dilate value
///
///
protected virtual void SetValue(float time)
{
float intensity = MMTween.Tween(time, 0f, 1f, RemapZero, RemapOne, DilateCurve);
float newValue = intensity;
if (RelativeValues)
{
newValue += _initialDilate;
}
TargetTMPText.fontMaterial.SetFloat(ShaderUtilities.ID_FaceDilate, newValue);
TargetTMPText.UpdateMeshPadding();
}
}
}