240 lines
7.3 KiB
C#
240 lines
7.3 KiB
C#
using System.Collections;
|
|
using UnityEngine;
|
|
using UnityEngine.Events;
|
|
using UnityEngine.EventSystems;
|
|
#if !ENABLE_LEGACY_INPUT_MANAGER
|
|
using UnityEngine.InputSystem;
|
|
#endif
|
|
|
|
namespace Michsky.MUIP
|
|
{
|
|
public class DemoElementSway : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
|
|
{
|
|
[Header("Resources")] [SerializeField] private DemoElementSwayParent swayParent;
|
|
|
|
[SerializeField] private Canvas mainCanvas;
|
|
[SerializeField] private RectTransform swayObject;
|
|
[SerializeField] private CanvasGroup normalCG;
|
|
[SerializeField] private CanvasGroup highlightedCG;
|
|
[SerializeField] private CanvasGroup selectedCG;
|
|
|
|
[Header("Settings")] [SerializeField] private float smoothness = 10;
|
|
|
|
[SerializeField] private float transitionSpeed = 8;
|
|
[SerializeField] [Range(0, 1)] private float dissolveAlpha = 0.5f;
|
|
|
|
[Header("Events")] [SerializeField] private UnityEvent onClick;
|
|
|
|
[HideInInspector] public bool wmSelected;
|
|
|
|
private bool allowSway;
|
|
|
|
private Vector3 cursorPos;
|
|
private Vector2 defaultPos;
|
|
|
|
private void Awake()
|
|
{
|
|
if (swayParent == null)
|
|
{
|
|
var tempSway = transform.parent.GetComponent<DemoElementSwayParent>();
|
|
if (tempSway == null) transform.parent.gameObject.AddComponent<DemoElementSwayParent>();
|
|
swayParent = tempSway;
|
|
}
|
|
|
|
defaultPos = swayObject.anchoredPosition;
|
|
normalCG.alpha = 1;
|
|
highlightedCG.alpha = 0;
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
#if ENABLE_LEGACY_INPUT_MANAGER
|
|
if (allowSway == true) { cursorPos = Input.mousePosition; }
|
|
#elif ENABLE_INPUT_SYSTEM
|
|
if (allowSway) cursorPos = Mouse.current.position.ReadValue();
|
|
#endif
|
|
|
|
if (mainCanvas.renderMode == RenderMode.ScreenSpaceOverlay)
|
|
ProcessOverlay();
|
|
else if (mainCanvas.renderMode == RenderMode.ScreenSpaceCamera)
|
|
ProcessSSC();
|
|
else if (mainCanvas.renderMode == RenderMode.WorldSpace) ProcessWorldSpace();
|
|
}
|
|
|
|
public void OnPointerClick(PointerEventData data)
|
|
{
|
|
onClick.Invoke();
|
|
}
|
|
|
|
public void OnPointerEnter(PointerEventData data)
|
|
{
|
|
allowSway = true;
|
|
swayParent.DissolveAll(this);
|
|
}
|
|
|
|
public void OnPointerExit(PointerEventData data)
|
|
{
|
|
allowSway = false;
|
|
swayParent.HighlightAll();
|
|
}
|
|
|
|
private void ProcessOverlay()
|
|
{
|
|
if (allowSway)
|
|
swayObject.position = Vector2.Lerp(swayObject.position, cursorPos, Time.deltaTime * smoothness);
|
|
else
|
|
swayObject.localPosition =
|
|
Vector2.Lerp(swayObject.localPosition, defaultPos, Time.deltaTime * smoothness);
|
|
}
|
|
|
|
private void ProcessSSC()
|
|
{
|
|
if (allowSway)
|
|
swayObject.position = Vector2.Lerp(swayObject.position, Camera.main.ScreenToWorldPoint(cursorPos),
|
|
Time.deltaTime * smoothness);
|
|
else
|
|
swayObject.localPosition =
|
|
Vector2.Lerp(swayObject.localPosition, defaultPos, Time.deltaTime * smoothness);
|
|
}
|
|
|
|
private void ProcessWorldSpace()
|
|
{
|
|
if (allowSway)
|
|
{
|
|
var clampedPos = new Vector3(cursorPos.x, cursorPos.y, mainCanvas.transform.position.z / 6f);
|
|
swayObject.position = Vector3.Lerp(swayObject.position, Camera.main.ScreenToWorldPoint(clampedPos),
|
|
Time.deltaTime * smoothness);
|
|
}
|
|
else
|
|
{
|
|
swayObject.localPosition =
|
|
Vector3.Lerp(swayObject.localPosition, defaultPos, Time.deltaTime * smoothness);
|
|
}
|
|
}
|
|
|
|
public void Dissolve()
|
|
{
|
|
if (wmSelected)
|
|
return;
|
|
|
|
StopCoroutine("DissolveHelper");
|
|
StopCoroutine("HighlightHelper");
|
|
StopCoroutine("ActiveHelper");
|
|
|
|
StartCoroutine("DissolveHelper");
|
|
}
|
|
|
|
public void Highlight()
|
|
{
|
|
if (wmSelected)
|
|
return;
|
|
|
|
StopCoroutine("DissolveHelper");
|
|
StopCoroutine("HighlightHelper");
|
|
StopCoroutine("ActiveHelper");
|
|
|
|
StartCoroutine("HighlightHelper");
|
|
}
|
|
|
|
public void Active()
|
|
{
|
|
if (wmSelected)
|
|
return;
|
|
|
|
StopCoroutine("DissolveHelper");
|
|
StopCoroutine("HighlightHelper");
|
|
StopCoroutine("HighlightHelper");
|
|
|
|
StartCoroutine("ActiveHelper");
|
|
}
|
|
|
|
public void WindowManagerSelect()
|
|
{
|
|
wmSelected = true;
|
|
|
|
StopCoroutine("ActiveHelper");
|
|
StopCoroutine("HighlightHelper");
|
|
StartCoroutine("WMSelectHelper");
|
|
}
|
|
|
|
public void WindowManagerDeselect()
|
|
{
|
|
wmSelected = false;
|
|
|
|
StartCoroutine("WMDeselectHelper");
|
|
StartCoroutine("DissolveHelper");
|
|
}
|
|
|
|
private IEnumerator DissolveHelper()
|
|
{
|
|
while (normalCG.alpha > dissolveAlpha)
|
|
{
|
|
normalCG.alpha -= Time.unscaledDeltaTime * transitionSpeed;
|
|
highlightedCG.alpha -= Time.unscaledDeltaTime * transitionSpeed;
|
|
yield return null;
|
|
}
|
|
|
|
highlightedCG.alpha = 0;
|
|
normalCG.alpha = dissolveAlpha;
|
|
highlightedCG.gameObject.SetActive(false);
|
|
}
|
|
|
|
private IEnumerator HighlightHelper()
|
|
{
|
|
while (normalCG.alpha < 1)
|
|
{
|
|
normalCG.alpha += Time.unscaledDeltaTime * transitionSpeed;
|
|
highlightedCG.alpha -= Time.unscaledDeltaTime * transitionSpeed;
|
|
yield return null;
|
|
}
|
|
|
|
normalCG.alpha = 1;
|
|
highlightedCG.alpha = 0;
|
|
highlightedCG.gameObject.SetActive(false);
|
|
}
|
|
|
|
private IEnumerator ActiveHelper()
|
|
{
|
|
highlightedCG.gameObject.SetActive(true);
|
|
|
|
while (highlightedCG.alpha < 1)
|
|
{
|
|
normalCG.alpha -= Time.unscaledDeltaTime * transitionSpeed;
|
|
highlightedCG.alpha += Time.unscaledDeltaTime * transitionSpeed;
|
|
yield return null;
|
|
}
|
|
|
|
highlightedCG.alpha = 1;
|
|
normalCG.alpha = 0;
|
|
}
|
|
|
|
private IEnumerator WMSelectHelper()
|
|
{
|
|
selectedCG.gameObject.SetActive(true);
|
|
|
|
while (selectedCG.alpha < 1)
|
|
{
|
|
normalCG.alpha -= Time.unscaledDeltaTime * transitionSpeed;
|
|
highlightedCG.alpha -= Time.unscaledDeltaTime * transitionSpeed;
|
|
selectedCG.alpha += Time.unscaledDeltaTime * transitionSpeed;
|
|
yield return null;
|
|
}
|
|
|
|
highlightedCG.alpha = 0;
|
|
normalCG.alpha = 0;
|
|
selectedCG.alpha = 1;
|
|
}
|
|
|
|
private IEnumerator WMDeselectHelper()
|
|
{
|
|
while (selectedCG.alpha > 0)
|
|
{
|
|
selectedCG.alpha -= Time.unscaledDeltaTime * transitionSpeed;
|
|
yield return null;
|
|
}
|
|
|
|
selectedCG.alpha = 0;
|
|
selectedCG.gameObject.SetActive(false);
|
|
}
|
|
}
|
|
} |