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