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CrowdControl/Assets/3rd/D2D_Scripts/Animations/FadeAnimation.cs

53 lines
1.7 KiB
C#

3 months ago
using System;
using System.Linq;
using _3rd.D2D_Scripts.Animations;
using D2D.Utilities;
using DG.Tweening;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace D2D.Animations
{
/// <summary>
/// TODO: Add mesh fade!
/// </summary>
public class FadeAnimation : DAnimation
{
protected override Tween CreateTween()
{
Tween tween = null;
var spriteRenderer = Target.Get<SpriteRenderer>();
if (spriteRenderer != null)
{
tween = spriteRenderer.DOFade(CalculatedTo, CalculatedDuration);
}
var maskable = Target.ChildrenGets<MaskableGraphic>().Where(m => m.gameObject == gameObject || m.gameObject != gameObject && !m.Is<AvoidChildrenFade>()).ToArray();
if (!maskable.IsNullOrEmpty())
{
tween = _isFrom ? maskable[0].DOFade(maskable[0].color.a, CalculatedDuration).From(CalculatedTo) :
maskable[0].DOFade(CalculatedTo, CalculatedDuration);
if (maskable.Length > 1)
{
maskable.Skip(1).ForEach(m =>
{
if (_isFrom)
m.DOFade(m.color.a, CalculatedDuration).From(CalculatedTo);
else
m.DOFade(CalculatedTo, CalculatedDuration);
});
}
}
if (tween == null)
throw new Exception("Can`t fade because there is no maskable or SpriteRenderer!");
return tween;
}
}
}