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CrowdControl/Assets/Feel/MMTools/Tools/MMGUI/MMFaderRound.cs

308 lines
8.8 KiB
C#

3 months ago
using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
using MoreMountains.Tools;
namespace MoreMountains.Tools
{
/// <summary>
/// The Fader class can be put on an Image, and it'll intercept MMFadeEvents and turn itself on or off accordingly.
/// </summary>
[RequireComponent(typeof(CanvasGroup))]
[AddComponentMenu("More Mountains/Tools/GUI/MMFaderRound")]
public class MMFaderRound : MonoBehaviour, MMEventListener<MMFadeEvent>, MMEventListener<MMFadeInEvent>, MMEventListener<MMFadeOutEvent>, MMEventListener<MMFadeStopEvent>
{
public enum CameraModes { Main, Override }
[Header("Bindings")]
public CameraModes CameraMode = CameraModes.Main;
[MMEnumCondition("CameraMode",(int)CameraModes.Override)]
/// the camera to pick the position from (usually the "regular" game camera)
public Camera TargetCamera;
/// the background to fade
public RectTransform FaderBackground;
/// the mask used to draw a hole in the background that will get faded / scaled
public RectTransform FaderMask;
[Header("Identification")]
/// the ID for this fader (0 is default), set more IDs if you need more than one fader
public int ID;
[Header("Mask")]
[MMVector("min", "max")]
/// the mask's scale at minimum and maximum opening
public Vector2 MaskScale;
[Header("Timing")]
/// the default duration of the fade in/out
public float DefaultDuration = 0.2f;
/// the default curve to use for this fader
public MMTweenType DefaultTween = new MMTweenType(MMTween.MMTweenCurve.LinearTween);
/// whether or not the fade should happen in unscaled time
public bool IgnoreTimescale = true;
[Header("Interaction")]
/// whether or not the fader should block raycasts when visible
public bool ShouldBlockRaycasts = false;
[Header("Debug")]
public Transform DebugWorldPositionTarget;
[MMInspectorButton("FadeIn1Second")]
public bool FadeIn1SecondButton;
[MMInspectorButton("FadeOut1Second")]
public bool FadeOut1SecondButton;
[MMInspectorButton("DefaultFade")]
public bool DefaultFadeButton;
[MMInspectorButton("ResetFader")]
public bool ResetFaderButton;
protected CanvasGroup _canvasGroup;
protected float _initialScale;
protected float _currentTargetScale;
protected float _currentDuration;
protected MMTweenType _currentCurve;
protected bool _fading = false;
protected float _fadeStartedAt;
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void ResetFader()
{
FaderMask.transform.localScale = MaskScale.x * Vector3.one;
}
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void DefaultFade()
{
MMFadeEvent.Trigger(DefaultDuration, MaskScale.y, DefaultTween, ID, IgnoreTimescale, DebugWorldPositionTarget.transform.position);
}
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void FadeIn1Second()
{
MMFadeInEvent.Trigger(1f, DefaultTween, ID, IgnoreTimescale, DebugWorldPositionTarget.transform.position);
}
/// <summary>
/// Test method triggered by an inspector button
/// </summary>
protected virtual void FadeOut1Second()
{
MMFadeOutEvent.Trigger(1f, DefaultTween, ID, IgnoreTimescale, DebugWorldPositionTarget.transform.position);
}
/// <summary>
/// On Start, we initialize our fader
/// </summary>
protected virtual void Awake()
{
Initialization();
}
/// <summary>
/// On init, we grab our components, and disable/hide everything
/// </summary>
protected virtual void Initialization()
{
if (CameraMode == CameraModes.Main)
{
TargetCamera = Camera.main;
}
_canvasGroup = GetComponent<CanvasGroup>();
FaderMask.transform.localScale = MaskScale.x * Vector3.one;
}
/// <summary>
/// On Update, we update our alpha
/// </summary>
protected virtual void Update()
{
if (_canvasGroup == null) { return; }
if (_fading)
{
Fade();
}
}
/// <summary>
/// Fades the canvasgroup towards its target alpha
/// </summary>
protected virtual void Fade()
{
float currentTime = IgnoreTimescale ? Time.unscaledTime : Time.time;
float endTime = _fadeStartedAt + _currentDuration;
if (currentTime - _fadeStartedAt < _currentDuration)
{
float newScale = MMTween.Tween(currentTime, _fadeStartedAt, endTime, _initialScale, _currentTargetScale, _currentCurve);
FaderMask.transform.localScale = newScale * Vector3.one;
}
else
{
StopFading();
}
}
/// <summary>
/// Stops the fading.
/// </summary>
protected virtual void StopFading()
{
FaderMask.transform.localScale = _currentTargetScale * Vector3.one;
_fading = false;
if (FaderMask.transform.localScale == MaskScale.y * Vector3.one)
{
DisableFader();
}
}
/// <summary>
/// Disables the fader.
/// </summary>
protected virtual void DisableFader()
{
if (ShouldBlockRaycasts)
{
_canvasGroup.blocksRaycasts = false;
}
_canvasGroup.alpha = 0;
}
/// <summary>
/// Enables the fader.
/// </summary>
protected virtual void EnableFader()
{
if (ShouldBlockRaycasts)
{
_canvasGroup.blocksRaycasts = true;
}
_canvasGroup.alpha = 1;
}
protected virtual void StartFading(float initialAlpha, float endAlpha, float duration, MMTweenType curve, int id,
bool ignoreTimeScale, Vector3 worldPosition)
{
if (id != ID)
{
return;
}
if (TargetCamera == null)
{
Debug.LogWarning(this.name + " : You're using a fader round but its TargetCamera hasn't been setup in its inspector. It can't fade.");
return;
}
FaderMask.anchoredPosition = Vector3.zero;
Vector3 viewportPosition = TargetCamera.WorldToViewportPoint(worldPosition);
viewportPosition.x = Mathf.Clamp01(viewportPosition.x);
viewportPosition.y = Mathf.Clamp01(viewportPosition.y);
viewportPosition.z = Mathf.Clamp01(viewportPosition.z);
FaderMask.anchorMin = viewportPosition;
FaderMask.anchorMax = viewportPosition;
IgnoreTimescale = ignoreTimeScale;
EnableFader();
_fading = true;
_initialScale = initialAlpha;
_currentTargetScale = endAlpha;
_fadeStartedAt = IgnoreTimescale ? Time.unscaledTime : Time.time;
_currentCurve = curve;
_currentDuration = duration;
float newScale = MMTween.Tween(0f, 0f, duration, _initialScale, _currentTargetScale, _currentCurve);
FaderMask.transform.localScale = newScale * Vector3.one;
}
/// <summary>
/// When catching a fade event, we fade our image in or out
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeEvent fadeEvent)
{
_currentTargetScale = (fadeEvent.TargetAlpha == -1) ? MaskScale.y : fadeEvent.TargetAlpha;
StartFading(FaderMask.transform.localScale.x, _currentTargetScale, fadeEvent.Duration, fadeEvent.Curve, fadeEvent.ID,
fadeEvent.IgnoreTimeScale, fadeEvent.WorldPosition);
}
/// <summary>
/// When catching an MMFadeInEvent, we fade our image in
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeInEvent fadeEvent)
{
if (fadeEvent.Duration > 0)
{
StartFading(MaskScale.y, MaskScale.x, fadeEvent.Duration, fadeEvent.Curve, fadeEvent.ID,
fadeEvent.IgnoreTimeScale, fadeEvent.WorldPosition);
}
else
{
FaderMask.transform.localScale = MaskScale.x * Vector3.one;
}
}
/// <summary>
/// When catching an MMFadeOutEvent, we fade our image out
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeOutEvent fadeEvent)
{
if (fadeEvent.Duration > 0)
{
StartFading(MaskScale.x, MaskScale.y, fadeEvent.Duration, fadeEvent.Curve, fadeEvent.ID,
fadeEvent.IgnoreTimeScale, fadeEvent.WorldPosition);
}
else
{
FaderMask.transform.localScale = MaskScale.y * Vector3.one;
}
}
/// <summary>
/// When catching an MMFadeStopEvent, we stop our fade
/// </summary>
/// <param name="fadeEvent">Fade event.</param>
public virtual void OnMMEvent(MMFadeStopEvent fadeStopEvent)
{
if (fadeStopEvent.ID == ID)
{
_fading = false;
if (fadeStopEvent.Restore)
{
FaderMask.transform.localScale = _initialScale * Vector3.one;
}
}
}
/// <summary>
/// On enable, we start listening to events
/// </summary>
protected virtual void OnEnable()
{
this.MMEventStartListening<MMFadeEvent>();
this.MMEventStartListening<MMFadeStopEvent>();
this.MMEventStartListening<MMFadeInEvent>();
this.MMEventStartListening<MMFadeOutEvent>();
}
/// <summary>
/// On disable, we stop listening to events
/// </summary>
protected virtual void OnDisable()
{
this.MMEventStopListening<MMFadeEvent>();
this.MMEventStopListening<MMFadeStopEvent>();
this.MMEventStopListening<MMFadeInEvent>();
this.MMEventStopListening<MMFadeOutEvent>();
}
}
}