290 lines
10 KiB
C#
290 lines
10 KiB
C#
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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/// </summary>
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[RequireComponent(typeof(CanvasGroup))]
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[AddComponentMenu("More Mountains/Tools/GUI/MMFaderRound")]
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public class MMFaderRound : MonoBehaviour, MMEventListener<MMFadeEvent>, MMEventListener<MMFadeInEvent>, MMEventListener<MMFadeOutEvent>, MMEventListener<MMFadeStopEvent>
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{
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public enum CameraModes { Main, Override }
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[Header("Bindings")]
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public CameraModes CameraMode = CameraModes.Main;
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[MMEnumCondition("CameraMode",(int)CameraModes.Override)]
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/// the camera to pick the position from (usually the "regular" game camera)
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public Camera TargetCamera;
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/// the background to fade
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public RectTransform FaderBackground;
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/// the mask used to draw a hole in the background that will get faded / scaled
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public RectTransform FaderMask;
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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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public int ID;
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[Header("Mask")]
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[MMVector("min", "max")]
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/// the mask's scale at minimum and maximum opening
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public Vector2 MaskScale;
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[Header("Timing")]
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/// 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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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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public bool IgnoreTimescale = true;
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[Header("Interaction")]
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/// whether or not the fader should block raycasts when visible
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public bool ShouldBlockRaycasts = false;
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[Header("Debug")]
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public Transform DebugWorldPositionTarget;
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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 CanvasGroup _canvasGroup;
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protected float _initialScale;
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protected float _currentTargetScale;
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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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/// <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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FaderMask.transform.localScale = MaskScale.x * Vector3.one;
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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, MaskScale.y, DefaultTween, ID, IgnoreTimescale, DebugWorldPositionTarget.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, DebugWorldPositionTarget.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, DebugWorldPositionTarget.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 Awake()
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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 void Initialization()
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{
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if (CameraMode == CameraModes.Main)
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{
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TargetCamera = Camera.main;
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}
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_canvasGroup = GetComponent<CanvasGroup>();
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FaderMask.transform.localScale = MaskScale.x * Vector3.one;
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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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float newScale = MMTween.Tween(currentTime, _fadeStartedAt, endTime, _initialScale, _currentTargetScale, _currentCurve);
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FaderMask.transform.localScale = newScale * Vector3.one;
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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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FaderMask.transform.localScale = _currentTargetScale * Vector3.one;
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_fading = false;
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if (FaderMask.transform.localScale == MaskScale.y * Vector3.one)
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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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/// 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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_canvasGroup.alpha = 0;
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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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if (ShouldBlockRaycasts)
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{
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_canvasGroup.blocksRaycasts = true;
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}
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_canvasGroup.alpha = 1;
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}
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protected virtual void StartFading(float initialAlpha, float endAlpha, 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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return;
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}
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if (TargetCamera == null)
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{
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Debug.LogWarning(this.name + " : You're using a fader round but its TargetCamera hasn't been setup in its inspector. It can't fade.");
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return;
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}
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FaderMask.anchoredPosition = Vector3.zero;
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Vector3 viewportPosition = TargetCamera.WorldToViewportPoint(worldPosition);
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viewportPosition.x = Mathf.Clamp01(viewportPosition.x);
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viewportPosition.y = Mathf.Clamp01(viewportPosition.y);
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viewportPosition.z = Mathf.Clamp01(viewportPosition.z);
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FaderMask.anchorMin = viewportPosition;
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FaderMask.anchorMax = viewportPosition;
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IgnoreTimescale = ignoreTimeScale;
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EnableFader();
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_fading = true;
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_initialScale = initialAlpha;
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_currentTargetScale = endAlpha;
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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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float newScale = MMTween.Tween(0f, 0f, duration, _initialScale, _currentTargetScale, _currentCurve);
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FaderMask.transform.localScale = newScale * Vector3.one;
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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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_currentTargetScale = (fadeEvent.TargetAlpha == -1) ? MaskScale.y : fadeEvent.TargetAlpha;
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StartFading(FaderMask.transform.localScale.x, _currentTargetScale, 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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StartFading(MaskScale.y, MaskScale.x, 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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StartFading(MaskScale.x, MaskScale.y, 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 OnDisable()
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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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} |