架构大更
This commit is contained in:
@@ -1,91 +1,100 @@
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using MoreMountains.Tools;
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using UnityEngine;
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using UnityEngine.Scripting.APIUpdating;
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#if MM_UGUI2
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using TMPro;
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#endif
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using UnityEngine.Scripting.APIUpdating;
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using UnityEngine.Serialization;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback lets you control the line spacing of a target TMP over time
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/// This feedback lets you control the line spacing of a target TMP over time
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback lets you control the line spacing of a target TMP over time.")]
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#if MM_UGUI2
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[FeedbackPath("TextMesh Pro/TMP Line Spacing")]
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#endif
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[MovedFrom(false, null, "MoreMountains.Feedbacks.TextMeshPro")]
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public class MMF_TMPLineSpacing : MMF_FeedbackBase
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{
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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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public override string RequiresSetupText { get { return "This feedback requires that a TargetTMPText be set to be able to work properly. You can set one below."; } }
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#endif
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#if UNITY_EDITOR && MM_UGUI2
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public override bool EvaluateRequiresSetup() { return (TargetTMPText == null); }
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public override string RequiredTargetText { get { return TargetTMPText != null ? TargetTMPText.name : ""; } }
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#endif
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[FeedbackHelp("This feedback lets you control the line spacing of a target TMP over time.")]
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#if MM_UGUI2
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[FeedbackPath("TextMesh Pro/TMP Line Spacing")]
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#endif
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[MovedFrom(false, null, "MoreMountains.Feedbacks.TextMeshPro")]
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public class MMF_TMPLineSpacing : MMF_FeedbackBase
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{
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/// the value to move to in destination mode
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[Tooltip("the value to move to in destination mode")] [MMFEnumCondition("Mode", (int)Modes.ToDestination)]
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public float DestinationLineSpacing;
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#if MM_UGUI2
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public override bool HasAutomatedTargetAcquisition => true;
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public override bool CanForceInitialValue => true;
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protected override void AutomateTargetAcquisition() => TargetTMPText = FindAutomatedTarget<TMP_Text>();
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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")] [MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.Instant)]
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public float InstantLineSpacing;
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[MMFInspectorGroup("Target", true, 12, true)]
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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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#endif
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[MMFInspectorGroup("Paragraph Spacing", true, 37)]
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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, (int)Modes.ToDestination)]
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public MMTweenType LineSpacingCurve =
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new(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
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[MMFInspectorGroup("Paragraph Spacing", true, 37)]
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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, (int)Modes.ToDestination)]
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public MMTweenType LineSpacingCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
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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 = 10f;
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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 InstantLineSpacing;
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/// the value to move to in destination mode
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[Tooltip("the value to move to in destination mode")]
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[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
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public float DestinationLineSpacing;
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protected override void FillTargets()
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{
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#if MM_UGUI2
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if (TargetTMPText == null)
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{
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return;
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}
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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")] [MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
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public float RemapOne = 10f;
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MMF_FeedbackBaseTarget target = new MMF_FeedbackBaseTarget();
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MMPropertyReceiver receiver = new MMPropertyReceiver();
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receiver.TargetObject = TargetTMPText.gameObject;
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receiver.TargetComponent = TargetTMPText;
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receiver.TargetPropertyName = "lineSpacing";
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receiver.RelativeValue = RelativeValues;
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target.Target = receiver;
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target.LevelCurve = LineSpacingCurve;
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target.RemapLevelZero = RemapZero;
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target.RemapLevelOne = RemapOne;
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target.InstantLevel = InstantLineSpacing;
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target.ToDestinationLevel = DestinationLineSpacing;
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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")] [MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
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public float RemapZero = 0f;
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_targets.Add(target);
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#endif
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}
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protected override void FillTargets()
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{
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#if MM_UGUI2
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if (TargetTMPText == null) return;
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}
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var target = new MMF_FeedbackBaseTarget();
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var receiver = new MMPropertyReceiver();
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receiver.TargetObject = TargetTMPText.gameObject;
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receiver.TargetComponent = TargetTMPText;
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receiver.TargetPropertyName = "lineSpacing";
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receiver.RelativeValue = RelativeValues;
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target.Target = receiver;
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target.LevelCurve = LineSpacingCurve;
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target.RemapLevelZero = RemapZero;
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target.RemapLevelOne = RemapOne;
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target.InstantLevel = InstantLineSpacing;
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target.ToDestinationLevel = DestinationLineSpacing;
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_targets.Add(target);
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#endif
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}
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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
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{
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get { return MMFeedbacksInspectorColors.TMPColor; }
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}
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public override string RequiresSetupText =>
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"This feedback requires that a TargetTMPText be set to be able to work properly. You can set one below.";
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#endif
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#if UNITY_EDITOR && MM_UGUI2
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public override bool EvaluateRequiresSetup()
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{
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return TargetTMPText == null;
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}
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public override string RequiredTargetText => TargetTMPText != null ? TargetTMPText.name : "";
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#endif
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#if MM_UGUI2
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public override bool HasAutomatedTargetAcquisition => true;
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public override bool CanForceInitialValue => true;
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protected override void AutomateTargetAcquisition()
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{
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TargetTMPText = FindAutomatedTarget<TMP_Text>();
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}
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[MMFInspectorGroup("Target", true, 12, true)]
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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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#endif
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}
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}
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@@ -1,227 +1,237 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Scripting.APIUpdating;
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#if MM_UGUI2
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using TMPro;
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#endif
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using UnityEngine.Scripting.APIUpdating;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback lets you control the color of a target TMP's outline over time
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/// This feedback lets you control the color of a target TMP's outline over time
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback lets you control the color of a target TMP's outline over time.")]
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#if MM_UGUI2
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[FeedbackPath("TextMesh Pro/TMP Outline Color")]
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#endif
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[MovedFrom(false, null, "MoreMountains.Feedbacks.TextMeshPro")]
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public class MMF_TMPOutlineColor : MMF_Feedback
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{
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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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public override string RequiresSetupText { get { return "This feedback requires that a TargetTMPText be set to be able to work properly. You can set one below."; } }
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#endif
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#if UNITY_EDITOR && MM_UGUI2
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public override bool EvaluateRequiresSetup() { return (TargetTMPText == null); }
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public override string RequiredTargetText { get { return TargetTMPText != null ? TargetTMPText.name : ""; } }
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#endif
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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public enum ColorModes { Instant, Gradient, Interpolate }
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[FeedbackHelp("This feedback lets you control the color of a target TMP's outline over time.")]
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#if MM_UGUI2
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[FeedbackPath("TextMesh Pro/TMP Outline Color")]
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#endif
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[MovedFrom(false, null, "MoreMountains.Feedbacks.TextMeshPro")]
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public class MMF_TMPOutlineColor : MMF_Feedback
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{
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public enum ColorModes
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{
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Instant,
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Gradient,
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Interpolate
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}
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/// the duration of this feedback is the duration of the color transition, or 0 if instant
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public override float FeedbackDuration { get { return (ColorMode == ColorModes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { Duration = value; } }
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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#if MM_UGUI2
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public override bool HasAutomatedTargetAcquisition => true;
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protected override void AutomateTargetAcquisition() => TargetTMPText = FindAutomatedTarget<TMP_Text>();
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protected Coroutine _coroutine;
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[MMFInspectorGroup("Target", true, 12, true)]
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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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#endif
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protected Color _initialColor;
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[MMFInspectorGroup("Outline Color", true, 16)]
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/// the selected color mode :
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/// None : nothing will happen,
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/// gradient : evaluates the color over time on that gradient, from left to right,
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/// interpolate : lerps from the current color to the destination one
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[Tooltip("the selected color mode :" +
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"None : nothing will happen," +
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"gradient : evaluates the color over time on that gradient, from left to right," +
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"interpolate : lerps from the current color to the destination one ")]
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public ColorModes ColorMode = ColorModes.Interpolate;
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/// how long the color of the text should change over time
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[Tooltip("how long the color of the text should change over time")]
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[MMFEnumCondition("ColorMode", (int)ColorModes.Interpolate, (int)ColorModes.Gradient)]
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public float Duration = 0.2f;
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/// the color to apply
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[Tooltip("the color to apply")]
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[MMFEnumCondition("ColorMode", (int)ColorModes.Instant)]
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public Color32 InstantColor = Color.yellow;
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/// the gradient to use to animate the color over time
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[Tooltip("the gradient to use to animate the color over time")]
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[MMFEnumCondition("ColorMode", (int)ColorModes.Gradient)]
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[GradientUsage(true)]
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public Gradient ColorGradient;
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/// the destination color when in interpolate mode
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[Tooltip("the destination color when in interpolate mode")]
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[MMFEnumCondition("ColorMode", (int)ColorModes.Interpolate)]
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public Color32 DestinationColor = Color.yellow;
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/// the curve to use when interpolating towards the destination color
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[Tooltip("the curve to use when interpolating towards the destination color")]
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[MMFEnumCondition("ColorMode", (int)ColorModes.Interpolate)]
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public AnimationCurve ColorCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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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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/// 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(
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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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public bool AllowAdditivePlays = false;
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protected Color _initialColor;
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protected Coroutine _coroutine;
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/// the curve to use when interpolating towards the destination color
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[Tooltip("the curve to use when interpolating towards the destination color")]
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[MMFEnumCondition("ColorMode", (int)ColorModes.Interpolate)]
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public AnimationCurve ColorCurve = new(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// <summary>
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/// On init we store our initial outline color
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/// </summary>
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/// <param name="owner"></param>
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protected override void CustomInitialization(MMF_Player owner)
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{
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base.CustomInitialization(owner);
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/// the gradient to use to animate the color over time
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[Tooltip("the gradient to use to animate the color over time")]
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[MMFEnumCondition("ColorMode", (int)ColorModes.Gradient)]
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[GradientUsage(true)]
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public Gradient ColorGradient;
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#if MM_UGUI2
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if (TargetTMPText == null)
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{
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return;
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}
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_initialColor = TargetTMPText.outlineColor;
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#endif
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}
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[MMFInspectorGroup("Outline Color", true, 16)]
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/// the selected color mode :
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/// None : nothing will happen,
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/// gradient : evaluates the color over time on that gradient, from left to right,
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/// interpolate : lerps from the current color to the destination one
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[Tooltip("the selected color mode :" +
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"None : nothing will happen," +
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"gradient : evaluates the color over time on that gradient, from left to right," +
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"interpolate : lerps from the current color to the destination one ")]
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public ColorModes ColorMode = ColorModes.Interpolate;
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/// <summary>
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/// On Play we change our text's outline's color
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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 (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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#if MM_UGUI2
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if (TargetTMPText == null)
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{
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return;
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}
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switch (ColorMode)
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{
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case ColorModes.Instant:
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TargetTMPText.outlineColor = NormalPlayDirection ? InstantColor : _initialColor;
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break;
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case ColorModes.Gradient:
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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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if (_coroutine != null) { Owner.StopCoroutine(_coroutine); }
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_coroutine = Owner.StartCoroutine(ChangeColor());
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break;
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case ColorModes.Interpolate:
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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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if (_coroutine != null) { Owner.StopCoroutine(_coroutine); }
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_coroutine = Owner.StartCoroutine(ChangeColor());
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break;
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}
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#endif
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}
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/// the destination color when in interpolate mode
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[Tooltip("the destination color when in interpolate mode")]
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[MMFEnumCondition("ColorMode", (int)ColorModes.Interpolate)]
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public Color32 DestinationColor = Color.yellow;
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/// <summary>
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/// Changes the color of the text's outline over time
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator ChangeColor()
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{
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IsPlaying = true;
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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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/// how long the color of the text should change over time
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[Tooltip("how long the color of the text should change over time")]
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[MMFEnumCondition("ColorMode", (int)ColorModes.Interpolate, (int)ColorModes.Gradient)]
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public float Duration = 0.2f;
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SetColor(remappedTime);
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/// the color to apply
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[Tooltip("the color to apply")] [MMFEnumCondition("ColorMode", (int)ColorModes.Instant)]
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public Color32 InstantColor = Color.yellow;
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journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
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yield return null;
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}
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SetColor(FinalNormalizedTime);
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_coroutine = null;
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IsPlaying = false;
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yield break;
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}
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/// the duration of this feedback is the duration of the color transition, or 0 if instant
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public override float FeedbackDuration
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{
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get => ColorMode == ColorModes.Instant ? 0f : ApplyTimeMultiplier(Duration);
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set => Duration = value;
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}
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/// <summary>
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/// Applies the color change
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/// </summary>
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/// <param name="time"></param>
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protected virtual void SetColor(float time)
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{
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#if MM_UGUI2
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if (ColorMode == ColorModes.Gradient)
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{
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// we set our object inactive then active, otherwise for some reason outline color isn't applied.
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TargetTMPText.gameObject.SetActive(false);
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TargetTMPText.outlineColor = ColorGradient.Evaluate(time);
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TargetTMPText.gameObject.SetActive(true);
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}
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else if (ColorMode == ColorModes.Interpolate)
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{
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float factor = ColorCurve.Evaluate(time);
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TargetTMPText.gameObject.SetActive(false);
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TargetTMPText.outlineColor = Color.LerpUnclamped(_initialColor, DestinationColor, factor);
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TargetTMPText.gameObject.SetActive(true);
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}
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||||
#endif
|
||||
}
|
||||
/// <summary>
|
||||
/// On init we store our initial outline color
|
||||
/// </summary>
|
||||
/// <param name="owner"></param>
|
||||
protected override void CustomInitialization(MMF_Player owner)
|
||||
{
|
||||
base.CustomInitialization(owner);
|
||||
|
||||
/// <summary>
|
||||
/// Stops the animation if needed
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
IsPlaying = false;
|
||||
if (_coroutine != null)
|
||||
{
|
||||
Owner.StopCoroutine(_coroutine);
|
||||
_coroutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
#if MM_UGUI2
|
||||
TargetTMPText.gameObject.SetActive(false);
|
||||
TargetTMPText.outlineColor = _initialColor;
|
||||
TargetTMPText.gameObject.SetActive(true);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#if MM_UGUI2
|
||||
if (TargetTMPText == null) return;
|
||||
_initialColor = TargetTMPText.outlineColor;
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On Play we change our text's outline's color
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized) return;
|
||||
#if MM_UGUI2
|
||||
if (TargetTMPText == null) return;
|
||||
switch (ColorMode)
|
||||
{
|
||||
case ColorModes.Instant:
|
||||
TargetTMPText.outlineColor = NormalPlayDirection ? InstantColor : _initialColor;
|
||||
break;
|
||||
case ColorModes.Gradient:
|
||||
if (!AllowAdditivePlays && _coroutine != null) return;
|
||||
if (_coroutine != null) Owner.StopCoroutine(_coroutine);
|
||||
_coroutine = Owner.StartCoroutine(ChangeColor());
|
||||
break;
|
||||
case ColorModes.Interpolate:
|
||||
if (!AllowAdditivePlays && _coroutine != null) return;
|
||||
if (_coroutine != null) Owner.StopCoroutine(_coroutine);
|
||||
_coroutine = Owner.StartCoroutine(ChangeColor());
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes the color of the text's outline over time
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected virtual IEnumerator ChangeColor()
|
||||
{
|
||||
IsPlaying = true;
|
||||
var journey = NormalPlayDirection ? 0f : FeedbackDuration;
|
||||
while (journey >= 0 && journey <= FeedbackDuration && FeedbackDuration > 0)
|
||||
{
|
||||
var remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
|
||||
|
||||
SetColor(remappedTime);
|
||||
|
||||
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
SetColor(FinalNormalizedTime);
|
||||
_coroutine = null;
|
||||
IsPlaying = false;
|
||||
yield break;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the color change
|
||||
/// </summary>
|
||||
/// <param name="time"></param>
|
||||
protected virtual void SetColor(float time)
|
||||
{
|
||||
#if MM_UGUI2
|
||||
if (ColorMode == ColorModes.Gradient)
|
||||
{
|
||||
// we set our object inactive then active, otherwise for some reason outline color isn't applied.
|
||||
TargetTMPText.gameObject.SetActive(false);
|
||||
TargetTMPText.outlineColor = ColorGradient.Evaluate(time);
|
||||
TargetTMPText.gameObject.SetActive(true);
|
||||
}
|
||||
else if (ColorMode == ColorModes.Interpolate)
|
||||
{
|
||||
var factor = ColorCurve.Evaluate(time);
|
||||
TargetTMPText.gameObject.SetActive(false);
|
||||
TargetTMPText.outlineColor = Color.LerpUnclamped(_initialColor, DestinationColor, factor);
|
||||
TargetTMPText.gameObject.SetActive(true);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops the animation if needed
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="feedbacksIntensity"></param>
|
||||
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized) return;
|
||||
base.CustomStopFeedback(position, feedbacksIntensity);
|
||||
IsPlaying = false;
|
||||
if (_coroutine != null)
|
||||
{
|
||||
Owner.StopCoroutine(_coroutine);
|
||||
_coroutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On restore, we put our object back at its initial position
|
||||
/// </summary>
|
||||
protected override void CustomRestoreInitialValues()
|
||||
{
|
||||
if (!Active || !FeedbackTypeAuthorized) return;
|
||||
#if MM_UGUI2
|
||||
TargetTMPText.gameObject.SetActive(false);
|
||||
TargetTMPText.outlineColor = _initialColor;
|
||||
TargetTMPText.gameObject.SetActive(true);
|
||||
#endif
|
||||
}
|
||||
|
||||
/// sets the inspector color for this feedback
|
||||
#if UNITY_EDITOR
|
||||
public override Color FeedbackColor
|
||||
{
|
||||
get { return MMFeedbacksInspectorColors.TMPColor; }
|
||||
}
|
||||
|
||||
public override string RequiresSetupText =>
|
||||
"This feedback requires that a TargetTMPText be set to be able to work properly. You can set one below.";
|
||||
#endif
|
||||
#if UNITY_EDITOR && MM_UGUI2
|
||||
public override bool EvaluateRequiresSetup()
|
||||
{
|
||||
return TargetTMPText == null;
|
||||
}
|
||||
|
||||
public override string RequiredTargetText => TargetTMPText != null ? TargetTMPText.name : "";
|
||||
#endif
|
||||
|
||||
#if MM_UGUI2
|
||||
public override bool HasAutomatedTargetAcquisition => true;
|
||||
|
||||
protected override void AutomateTargetAcquisition()
|
||||
{
|
||||
TargetTMPText = FindAutomatedTarget<TMP_Text>();
|
||||
}
|
||||
|
||||
[MMFInspectorGroup("Target", true, 12, true)]
|
||||
/// the TMP_Text component to control
|
||||
[Tooltip("the TMP_Text component to control")]
|
||||
public TMP_Text TargetTMPText;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,3 @@
|
||||
{
|
||||
"reference": "GUID:4a1cb1490dc4df8409b2580d6b44e75e"
|
||||
"reference": "GUID:4a1cb1490dc4df8409b2580d6b44e75e"
|
||||
}
|
||||
Reference in New Issue
Block a user