147 lines
5.1 KiB
C#
147 lines
5.1 KiB
C#
#if MM_UI
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using UnityEngine;
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using UnityEngine.UI;
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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 will let you trigger cross fades on a target Graphic.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback will let you trigger cross fades on a target Graphic.")]
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[MovedFrom(false, null, "MoreMountains.Feedbacks")]
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[FeedbackPath("UI/Graphic CrossFade")]
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public class MMF_GraphicCrossFade : MMF_Feedback
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{
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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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/// 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.UIColor; } }
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public override bool EvaluateRequiresSetup() { return (TargetGraphic == null); }
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public override string RequiredTargetText { get { return TargetGraphic != null ? TargetGraphic.name : ""; } }
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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."; } }
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#endif
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/// the duration of this feedback is the duration of the Image, or 0 if instant
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public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
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public override bool HasChannel => true;
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public override bool HasAutomatedTargetAcquisition => true;
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protected override void AutomateTargetAcquisition() => TargetGraphic = FindAutomatedTarget<Graphic>();
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/// the possible modes for this feedback
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public enum Modes { Alpha, Color }
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[MMFInspectorGroup("Graphic Cross Fade", true, 54, true)]
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/// the Graphic to affect when playing the feedback
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[Tooltip("the Graphic to affect when playing the feedback")]
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public Graphic TargetGraphic;
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/// whether the feedback should affect the Image instantly or over a period of time
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[Tooltip("whether the feedback should affect the Image instantly or over a period of time")]
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public Modes Mode = Modes.Alpha;
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/// how long the Graphic should change over time
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[Tooltip("how long the Graphic should change over time")]
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public float Duration = 0.2f;
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/// the target alpha
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[Tooltip("the target alpha")]
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[MMFEnumCondition("Mode", (int)Modes.Alpha)]
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public float TargetAlpha = 0.2f;
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/// the target color
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[Tooltip("the target color")]
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[MMFEnumCondition("Mode", (int)Modes.Color)]
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public Color TargetColor = Color.red;
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/// whether or not the crossfade should also tween the alpha channel
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[Tooltip("whether or not the crossfade should also tween the alpha channel")]
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[MMFEnumCondition("Mode", (int)Modes.Color)]
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public bool UseAlpha = true;
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/// if this is true, the target will be disabled when this feedbacks is stopped
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[Tooltip("if this is true, the target will be disabled when this feedbacks is stopped")]
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public bool DisableOnStop = false;
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protected Coroutine _coroutine;
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protected Color _initialColor;
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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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if (TargetGraphic != null)
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{
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_initialColor = TargetGraphic.color;
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}
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}
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/// <summary>
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/// On Play we turn our Graphic on and start an over time coroutine if needed
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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 || (TargetGraphic == null))
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{
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return;
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}
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Turn(true);
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bool ignoreTimeScale = !InScaledTimescaleMode;
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switch (Mode)
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{
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case Modes.Alpha:
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// the following lines fix a bug with CrossFadeAlpha
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_initialColor.a = NormalPlayDirection ? 1 : 0;
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TargetGraphic.color = NormalPlayDirection ? _initialColor : TargetColor;
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TargetGraphic.CrossFadeAlpha(NormalPlayDirection ? 0f : 1f, 0f, true);
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TargetGraphic.CrossFadeAlpha(NormalPlayDirection ? TargetAlpha : _initialColor.a, Duration, ignoreTimeScale);
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break;
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case Modes.Color:
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TargetGraphic.CrossFadeColor(NormalPlayDirection ? TargetColor : _initialColor, Duration, ignoreTimeScale, UseAlpha);
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break;
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}
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}
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/// <summary>
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/// Turns the Graphic off on stop
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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 CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
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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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IsPlaying = false;
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base.CustomStopFeedback(position, feedbacksIntensity);
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if (Active && DisableOnStop)
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{
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Turn(false);
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}
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}
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/// <summary>
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/// Turns the Graphic on or off
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/// </summary>
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/// <param name="status"></param>
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protected virtual void Turn(bool status)
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{
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TargetGraphic.gameObject.SetActive(status);
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TargetGraphic.enabled = status;
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}
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/// <summary>
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/// On restore, we restore our initial state
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/// </summary>
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protected override void CustomRestoreInitialValues()
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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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TargetGraphic.color = _initialColor;
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}
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}
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}
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#endif |