Files
Continentis/Assets/OtherPlugins/Feel/MMFeedbacks/MMFeedbacks/Feedbacks/MMF_Graphic.cs
SoulliesOfficial 9b1b5ca93f initial
2025-10-03 00:02:43 -04:00

226 lines
7.2 KiB
C#

using System.Collections;
using UnityEngine;
#if MM_UI
using UnityEngine.UI;
using UnityEngine.Scripting.APIUpdating;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you change the color of a target Graphic over time.
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback will let you change the color of a target Graphic over time.")]
[MovedFrom(false, null, "MoreMountains.Feedbacks")]
[FeedbackPath("UI/Graphic")]
public class MMF_Graphic : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.UIColor; } }
public override bool EvaluateRequiresSetup() { return (TargetGraphic == null); }
public override string RequiredTargetText { get { return TargetGraphic != null ? TargetGraphic.name : ""; } }
public override string RequiresSetupText { get { return "This feedback requires that a TargetGraphic be set to be able to work properly. You can set one below."; } }
#endif
/// the duration of this feedback is the duration of the Graphic, or 0 if instant
public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { Duration = value; } }
public override bool HasChannel => true;
public override bool HasAutomatedTargetAcquisition => true;
protected override void AutomateTargetAcquisition() => TargetGraphic = FindAutomatedTarget<Graphic>();
/// the possible modes for this feedback
public enum Modes { OverTime, Instant }
[MMFInspectorGroup("Graphic", true, 54, true)]
/// the Graphic to affect when playing the feedback
[Tooltip("the Graphic to affect when playing the feedback")]
public Graphic TargetGraphic;
/// whether the feedback should affect the Graphic instantly or over a period of time
[Tooltip("whether the feedback should affect the Graphic instantly or over a period of time")]
public Modes Mode = Modes.OverTime;
/// how long the Graphic should change over time
[Tooltip("how long the Graphic should change over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime)]
public float Duration = 0.2f;
/// whether or not that Graphic should be turned off on start
[Tooltip("whether or not that Graphic should be turned off on start")]
public bool StartsOff = false;
/// if this is true, the target will be disabled when this feedbacks is stopped
[Tooltip("if this is true, the target will be disabled when this feedbacks is stopped")]
public bool DisableOnStop = false;
/// 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;
/// whether or not to modify the color of the Graphic
[Tooltip("whether or not to modify the color of the Graphic")]
public bool ModifyColor = true;
/// the colors to apply to the Graphic over time
[Tooltip("the colors to apply to the Graphic over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime)]
public Gradient ColorOverTime;
/// the color to move to in instant mode
[Tooltip("the color to move to in instant mode")]
[MMFEnumCondition("Mode", (int)Modes.Instant)]
public Color InstantColor;
protected Coroutine _coroutine;
protected Color _initialColor;
protected Color _initialInstantColor;
/// <summary>
/// On init we turn the Graphic off if needed
/// </summary>
/// <param name="owner"></param>
protected override void CustomInitialization(MMF_Player owner)
{
base.CustomInitialization(owner);
if (Active)
{
if (StartsOff)
{
Turn(false);
}
if (TargetGraphic == null)
{
Debug.LogWarning("[Graphic Feedback] The graphic feedback on "+Owner.name+" doesn't have a Target Graphic, it won't work. You need to specify a graphic in its inspector.");
}
else
{
_initialInstantColor = TargetGraphic.color;
}
}
}
/// <summary>
/// On Play we turn our Graphic on and start an over time coroutine if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized || (TargetGraphic == null))
{
return;
}
_initialColor = TargetGraphic.color;
Turn(true);
switch (Mode)
{
case Modes.Instant:
if (ModifyColor)
{
TargetGraphic.color = NormalPlayDirection ? InstantColor : _initialInstantColor;
}
break;
case Modes.OverTime:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
if (_coroutine != null) { Owner.StopCoroutine(_coroutine); }
_coroutine = Owner.StartCoroutine(GraphicSequence());
break;
}
}
/// <summary>
/// This coroutine will modify the values on the Graphic
/// </summary>
/// <returns></returns>
protected virtual IEnumerator GraphicSequence()
{
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
IsPlaying = true;
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
{
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
SetGraphicValues(remappedTime);
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
yield return null;
}
SetGraphicValues(FinalNormalizedTime);
if (StartsOff)
{
Turn(false);
}
IsPlaying = false;
if (_coroutine != null)
{
Owner.StopCoroutine(_coroutine);
}
_coroutine = null;
yield return null;
}
/// <summary>
/// Sets the various values on the Graphic on a specified time (between 0 and 1)
/// </summary>
/// <param name="time"></param>
protected virtual void SetGraphicValues(float time)
{
if (ModifyColor)
{
TargetGraphic.color = ColorOverTime.Evaluate(time);
}
}
/// <summary>
/// Turns the Graphic off on stop
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
IsPlaying = false;
base.CustomStopFeedback(position, feedbacksIntensity);
if (Active && DisableOnStop)
{
Turn(false);
}
if (_coroutine != null)
{
Owner.StopCoroutine(_coroutine);
}
_coroutine = null;
}
/// <summary>
/// Turns the Graphic on or off
/// </summary>
/// <param name="status"></param>
protected virtual void Turn(bool status)
{
TargetGraphic.gameObject.SetActive(status);
TargetGraphic.enabled = status;
}
/// <summary>
/// On restore, we restore our initial state
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
TargetGraphic.color = _initialColor;
}
}
}
#endif