hellbound/Assets/Sources/Feel/MMTools/Tools/MMGUI/MMFader.cs

434 lines
15 KiB
C#

using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
using MoreMountains.Tools;
namespace MoreMountains.Tools
{
/// <summary>
/// An event used to stop fades
/// </summary>
public struct MMFadeStopEvent
{
/// an ID that has to match the one on the fader
public int ID;
public MMFadeStopEvent(int id = 0)
{
ID = id;
}
static MMFadeStopEvent e;
public static void Trigger(int id = 0)
{
e.ID = id;
MMEventManager.TriggerEvent(e);
}
}
/// <summary>
/// Events used to trigger faders on or off
/// </summary>
public struct MMFadeEvent
{
/// an ID that has to match the one on the fader
public int ID;
/// the duration of the fade, in seconds
public float Duration;
/// the alpha to aim for
public float TargetAlpha;
/// the curve to apply to the fade
public MMTweenType Curve;
/// whether or not this fade should ignore timescale
public bool IgnoreTimeScale;
/// a world position for a target object. Useless for regular fades, but can be useful for alt implementations (circle fade for example)
public Vector3 WorldPosition;
/// <summary>
/// Initializes a new instance of the <see cref="MoreMountains.MMInterface.MMFadeEvent"/> struct.
/// </summary>
/// <param name="duration">Duration, in seconds.</param>
/// <param name="targetAlpha">Target alpha, from 0 to 1.</param>
public MMFadeEvent(float duration, float targetAlpha, MMTweenType tween, int id=0,
bool ignoreTimeScale = true, Vector3 worldPosition = new Vector3())
{
ID = id;
Duration = duration;
TargetAlpha = targetAlpha;
Curve = tween;
IgnoreTimeScale = ignoreTimeScale;
WorldPosition = worldPosition;
}
static MMFadeEvent e;
public static void Trigger(float duration, float targetAlpha)
{
Trigger(duration, targetAlpha, new MMTweenType(MMTween.MMTweenCurve.EaseInCubic));
}
public static void Trigger(float duration, float targetAlpha, MMTweenType tween, int id = 0,
bool ignoreTimeScale = true, Vector3 worldPosition = new Vector3())
{
e.ID = id;
e.Duration = duration;
e.TargetAlpha = targetAlpha;
e.Curve = tween;
e.IgnoreTimeScale = ignoreTimeScale;
e.WorldPosition = worldPosition;
MMEventManager.TriggerEvent(e);
}
}
public struct MMFadeInEvent
{
/// an ID that has to match the one on the fader
public int ID;
/// the duration of the fade, in seconds
public float Duration;
/// the curve to apply to the fade
public MMTweenType Curve;
/// whether or not this fade should ignore timescale
public bool IgnoreTimeScale;
/// a world position for a target object. Useless for regular fades, but can be useful for alt implementations (circle fade for example)
public Vector3 WorldPosition;
/// <summary>
/// Initializes a new instance of the <see cref="MoreMountains.MMInterface.MMFadeInEvent"/> struct.
/// </summary>
/// <param name="duration">Duration.</param>
public MMFadeInEvent(float duration, MMTweenType tween, int id = 0,
bool ignoreTimeScale = true, Vector3 worldPosition = new Vector3())
{
ID = id;
Duration = duration;
Curve = tween;
IgnoreTimeScale = ignoreTimeScale;
WorldPosition = worldPosition;
}
static MMFadeInEvent e;
public static void Trigger(float duration, MMTweenType tween, int id = 0,
bool ignoreTimeScale = true, Vector3 worldPosition = new Vector3())
{
e.ID = id;
e.Duration = duration;
e.Curve = tween;
e.IgnoreTimeScale = ignoreTimeScale;
e.WorldPosition = worldPosition;
MMEventManager.TriggerEvent(e);
}
}
public struct MMFadeOutEvent
{
/// an ID that has to match the one on the fader
public int ID;
/// the duration of the fade, in seconds
public float Duration;
/// the curve to apply to the fade
public MMTweenType Curve;
/// whether or not this fade should ignore timescale
public bool IgnoreTimeScale;
/// a world position for a target object. Useless for regular fades, but can be useful for alt implementations (circle fade for example)
public Vector3 WorldPosition;
/// <summary>
/// Initializes a new instance of the <see cref="MoreMountains.MMInterface.MMFadeOutEvent"/> struct.
/// </summary>
/// <param name="duration">Duration.</param>
public MMFadeOutEvent(float duration, MMTweenType tween, int id = 0,
bool ignoreTimeScale = true, Vector3 worldPosition = new Vector3())
{
ID = id;
Duration = duration;
Curve = tween;
IgnoreTimeScale = ignoreTimeScale;
WorldPosition = worldPosition;
}
static MMFadeOutEvent e;
public static void Trigger(float duration, MMTweenType tween, int id = 0,
bool ignoreTimeScale = true, Vector3 worldPosition = new Vector3())
{
e.ID = id;
e.Duration = duration;
e.Curve = tween;
e.IgnoreTimeScale = ignoreTimeScale;
e.WorldPosition = worldPosition;
MMEventManager.TriggerEvent(e);
}
}
/// <summary>
/// The Fader class can be put on an Image, and it'll intercept MMFadeEvents and turn itself on or off accordingly.
/// </summary>
[RequireComponent(typeof(CanvasGroup))]
[RequireComponent(typeof(Image))]
[AddComponentMenu("More Mountains/Tools/GUI/MMFader")]
public class MMFader : MonoBehaviour, MMEventListener<MMFadeEvent>, MMEventListener<MMFadeInEvent>, MMEventListener<MMFadeOutEvent>, MMEventListener<MMFadeStopEvent>
{
[Header("Identification")]
/// the ID for this fader (0 is default), set more IDs if you need more than one fader
public int ID;
[Header("Opacity")]
/// the opacity the fader should be at when inactive
public float InactiveAlpha = 0f;
/// the opacity the fader should be at when active
public float ActiveAlpha = 1f;
[Header("Timing")]
/// the default duration of the fade in/out
public float DefaultDuration = 0.2f;
/// the default curve to use for this fader
public MMTweenType DefaultTween = new MMTweenType(MMTween.MMTweenCurve.LinearTween);
/// whether or not the fade should happen in unscaled time
public bool IgnoreTimescale = true;
[Header("Interaction")]
/// whether or not the fader should block raycasts when visible
public bool ShouldBlockRaycasts = false;
[Header("Debug")]
[MMInspectorButton("FadeIn1Second")]
public bool FadeIn1SecondButton;
[MMInspectorButton("FadeOut1Second")]
public bool FadeOut1SecondButton;
[MMInspectorButton("DefaultFade")]
public bool DefaultFadeButton;
[MMInspectorButton("ResetFader")]
public bool ResetFaderButton;
protected CanvasGroup _canvasGroup;
protected Image _image;
protected float _initialAlpha;
protected float _currentTargetAlpha;
protected float _currentDuration;
protected MMTweenType _currentCurve;
protected bool _fading = false;
protected float _fadeStartedAt;
protected bool _frameCountOne;
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void ResetFader()
{
_canvasGroup.alpha = InactiveAlpha;
}
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void DefaultFade()
{
MMFadeEvent.Trigger(DefaultDuration, ActiveAlpha, DefaultTween, ID);
}
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void FadeIn1Second()
{
MMFadeInEvent.Trigger(1f, new MMTweenType(MMTween.MMTweenCurve.LinearTween));
}
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void FadeOut1Second()
{
MMFadeOutEvent.Trigger(1f, new MMTweenType(MMTween.MMTweenCurve.LinearTween));
}
/// <summary>
/// On Start, we initialize our fader
/// </summary>
protected virtual void Awake()
{
Initialization();
}
/// <summary>
/// On init, we grab our components, and disable/hide everything
/// </summary>
protected virtual void Initialization()
{
_canvasGroup = GetComponent<CanvasGroup>();
_canvasGroup.alpha = InactiveAlpha;
_image = GetComponent<Image>();
_image.enabled = false;
}
/// <summary>
/// On Update, we update our alpha
/// </summary>
protected virtual void Update()
{
if (_canvasGroup == null) { return; }
if (_fading)
{
Fade();
}
}
/// <summary>
/// Fades the canvasgroup towards its target alpha
/// </summary>
protected virtual void Fade()
{
float currentTime = IgnoreTimescale ? Time.unscaledTime : Time.time;
if (_frameCountOne)
{
if (Time.frameCount <= 2)
{
_canvasGroup.alpha = _initialAlpha;
return;
}
_fadeStartedAt = IgnoreTimescale ? Time.unscaledTime : Time.time;
currentTime = _fadeStartedAt;
_frameCountOne = false;
}
float endTime = _fadeStartedAt + _currentDuration;
if (currentTime - _fadeStartedAt < _currentDuration)
{
float result = MMTween.Tween(currentTime, _fadeStartedAt, endTime, _initialAlpha, _currentTargetAlpha, _currentCurve);
_canvasGroup.alpha = result;
}
else
{
StopFading();
}
}
/// <summary>
/// Stops the fading.
/// </summary>
protected virtual void StopFading()
{
_canvasGroup.alpha = _currentTargetAlpha;
_fading = false;
if (_canvasGroup.alpha == InactiveAlpha)
{
DisableFader();
}
}
/// <summary>
/// Disables the fader.
/// </summary>
protected virtual void DisableFader()
{
_image.enabled = false;
if (ShouldBlockRaycasts)
{
_canvasGroup.blocksRaycasts = false;
}
}
/// <summary>
/// Enables the fader.
/// </summary>
protected virtual void EnableFader()
{
_image.enabled = true;
if (ShouldBlockRaycasts)
{
_canvasGroup.blocksRaycasts = true;
}
}
/// <summary>
/// Starts fading this fader from the specified initial alpha to the target
/// </summary>
/// <param name="initialAlpha"></param>
/// <param name="endAlpha"></param>
/// <param name="duration"></param>
/// <param name="curve"></param>
/// <param name="id"></param>
/// <param name="ignoreTimeScale"></param>
protected virtual void StartFading(float initialAlpha, float endAlpha, float duration, MMTweenType curve, int id, bool ignoreTimeScale)
{
if (id != ID)
{
return;
}
IgnoreTimescale = ignoreTimeScale;
EnableFader();
_fading = true;
_initialAlpha = initialAlpha;
_currentTargetAlpha = endAlpha;
_fadeStartedAt = IgnoreTimescale ? Time.unscaledTime : Time.time;
_currentCurve = curve;
_currentDuration = duration;
if (Time.frameCount == 1)
{
_frameCountOne = true;
}
}
/// <summary>
/// When catching a fade event, we fade our image in or out
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeEvent fadeEvent)
{
_currentTargetAlpha = (fadeEvent.TargetAlpha == -1) ? ActiveAlpha : fadeEvent.TargetAlpha;
StartFading(_canvasGroup.alpha, _currentTargetAlpha, fadeEvent.Duration, fadeEvent.Curve, fadeEvent.ID, fadeEvent.IgnoreTimeScale);
}
/// <summary>
/// When catching an MMFadeInEvent, we fade our image in
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeInEvent fadeEvent)
{
StartFading(InactiveAlpha, ActiveAlpha, fadeEvent.Duration, fadeEvent.Curve, fadeEvent.ID, fadeEvent.IgnoreTimeScale);
}
/// <summary>
/// When catching an MMFadeOutEvent, we fade our image out
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeOutEvent fadeEvent)
{
StartFading(ActiveAlpha, InactiveAlpha, fadeEvent.Duration, fadeEvent.Curve, fadeEvent.ID, fadeEvent.IgnoreTimeScale);
}
/// <summary>
/// When catching an MMFadeStopEvent, we stop our fade
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeStopEvent fadeStopEvent)
{
if (fadeStopEvent.ID == ID)
{
_fading = false;
}
}
/// <summary>
/// On enable, we start listening to events
/// </summary>
protected virtual void OnEnable()
{
this.MMEventStartListening<MMFadeEvent>();
this.MMEventStartListening<MMFadeStopEvent>();
this.MMEventStartListening<MMFadeInEvent>();
this.MMEventStartListening<MMFadeOutEvent>();
}
/// <summary>
/// On disable, we stop listening to events
/// </summary>
protected virtual void OnDisable()
{
this.MMEventStopListening<MMFadeEvent>();
this.MMEventStopListening<MMFadeStopEvent>();
this.MMEventStopListening<MMFadeInEvent>();
this.MMEventStopListening<MMFadeOutEvent>();
}
}
}