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160 lines
5.2 KiB
C#
160 lines
5.2 KiB
C#
2 months ago
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// Copyright (c) Meta Platforms, Inc. and affiliates.
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Lofelt.NiceVibrations
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{
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public class V2DemoManager : MonoBehaviour
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{
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public List<RectTransform> Pages;
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public int CurrentPage = 0;
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public float PageTransitionDuration = 1f;
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public AnimationCurve TransitionCurve;
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public Color ActiveColor;
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public Color InactiveColor;
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public bool SoundActive = true;
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protected Vector3 _position;
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protected List<Pagination> _paginations;
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protected Coroutine _transitionCoroutine;
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protected virtual void Start()
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{
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Initialization();
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}
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protected virtual void Initialization()
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{
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Application.targetFrameRate = 60;
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_paginations = new List<Pagination>();
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foreach (RectTransform page in Pages)
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{
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_paginations.Add(page.GetComponentInChildren<Pagination>());
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page.gameObject.SetActive(false);
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}
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foreach (Pagination pagination in _paginations)
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{
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pagination.InitializePagination(Pages.Count);
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pagination.ActiveColor = ActiveColor;
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pagination.InactiveColor = InactiveColor;
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pagination.SetCurrentPage(Pages.Count, 0);
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}
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Pages[0].gameObject.SetActive(true);
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if (SoundActive)
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{
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AudioListener.volume = 1f;
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SoundActive = true;
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}
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else
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{
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AudioListener.volume = 0f;
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SoundActive = false;
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}
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}
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public virtual void PreviousPage()
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{
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if (CurrentPage > 0)
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{
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CurrentPage--;
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Transition(CurrentPage + 1, CurrentPage, false);
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SetCurrentPage();
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}
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}
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public virtual void NextPage()
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{
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if (CurrentPage < Pages.Count - 1)
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{
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CurrentPage++;
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Transition(CurrentPage - 1, CurrentPage, true);
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SetCurrentPage();
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}
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}
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protected virtual void SetCurrentPage()
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{
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foreach (Pagination pagination in _paginations)
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{
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pagination.SetCurrentPage(Pages.Count, CurrentPage);
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}
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}
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protected virtual void Transition(int previous, int next, bool goingRight)
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{
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HapticController.Reset();
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if (_transitionCoroutine != null)
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{
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StopCoroutine(_transitionCoroutine);
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}
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_transitionCoroutine = StartCoroutine(TransitionCoroutine(previous, next, goingRight));
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}
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protected virtual IEnumerator TransitionCoroutine(int previous, int next, bool goingRight)
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{
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_position.y = Pages[previous].localPosition.y;
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_position.z = Pages[previous].localPosition.z;
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foreach (RectTransform page in Pages)
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{
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_position.x = 1200f;
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page.localPosition = _position;
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}
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Pages[next].gameObject.SetActive(true);
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float timeSpent = 0f;
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while (timeSpent < PageTransitionDuration)
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{
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if (goingRight)
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{
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_position.x = Mathf.Lerp(0f, -1200f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f)));
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Pages[previous].localPosition = _position;
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_position.x = Mathf.Lerp(1200f, 0f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f)));
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Pages[next].localPosition = _position;
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}
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else
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{
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_position.x = Mathf.Lerp(0f, 1200f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f)));
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Pages[previous].localPosition = _position;
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_position.x = Mathf.Lerp(-1200f, 0f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f)));
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Pages[next].localPosition = _position;
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}
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timeSpent += Time.deltaTime;
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yield return null;
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}
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Pages[previous].gameObject.SetActive(false);
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}
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public virtual void TurnHapticsOn()
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{
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HapticPatterns.PlayPreset(HapticPatterns.PresetType.Success);
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}
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public virtual void TurnHapticsOff()
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{
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HapticPatterns.PlayPreset(HapticPatterns.PresetType.Warning);
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}
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public virtual void TurnSoundsOn()
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{
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AudioListener.volume = 1f;
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SoundActive = true;
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HapticPatterns.PlayPreset(HapticPatterns.PresetType.Success);
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}
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public virtual void TurnSoundsOff()
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{
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AudioListener.volume = 0f;
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SoundActive = false;
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HapticPatterns.PlayPreset(HapticPatterns.PresetType.Warning);
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}
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}
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}
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