using MoreMountains.Tools;
using UnityEngine;
using System.Collections;
#if MM_TEXTMESHPRO
using TMPro;
#endif
namespace MoreMountains.Feedbacks
{
///
/// This feedback lets you control the alpha of a target TMP over time
///
[AddComponentMenu("")]
[FeedbackHelp("This feedback lets you control the alpha of a target TMP over time.")]
[FeedbackPath("TextMesh Pro/TMP Alpha")]
public class MMFeedbackTMPAlpha : MMFeedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
public enum AlphaModes { Instant, Interpolate, ToDestination }
/// the duration of this feedback is the duration of the color transition, or 0 if instant
public override float FeedbackDuration { get { return (AlphaMode == AlphaModes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { Duration = value; } }
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.TMPColor; } }
#endif
#if MM_TEXTMESHPRO
[Header("Target")]
/// the TMP_Text component to control
[Tooltip(" TMP_Text component to control")]
public TMP_Text TargetTMPText;
#endif
[Header("Alpha")]
/// the selected color mode :
/// None : nothing will happen,
/// gradient : evaluates the color over time on that gradient, from left to right,
/// interpolate : lerps from the current color to the destination one
[Tooltip("the selected color mode :" +
"Instant : the alpha will change instantly to the target one," +
"Curve : the alpha will be interpolated along the curve," +
"interpolate : lerps from the current color to the destination one ")]
public AlphaModes AlphaMode = AlphaModes.Interpolate;
/// how long the color of the text should change over time
[Tooltip("how long the color of the text should change over time")]
[MMFEnumCondition("AlphaMode", (int)AlphaModes.Interpolate, (int)AlphaModes.ToDestination)]
public float Duration = 0.2f;
/// the alpha to apply when in instant mode
[Tooltip("the alpha to apply when in instant mode")]
[MMFEnumCondition("AlphaMode", (int)AlphaModes.Instant)]
public float InstantAlpha = 1f;
/// the curve to use when interpolating towards the destination alpha
[Tooltip("the curve to use when interpolating towards the destination alpha")]
[MMFEnumCondition("AlphaMode", (int)AlphaModes.Interpolate, (int)AlphaModes.ToDestination)]
public MMTweenType Curve = new MMTweenType(MMTween.MMTweenCurve.EaseInCubic);
/// the value to which the curve's 0 should be remapped
[Tooltip("the value to which the curve's 0 should be remapped")]
[MMFEnumCondition("AlphaMode", (int)AlphaModes.Interpolate)]
public float CurveRemapZero = 0f;
/// the value to which the curve's 1 should be remapped
[Tooltip("the value to which the curve's 1 should be remapped")]
[MMFEnumCondition("AlphaMode", (int)AlphaModes.Interpolate)]
public float CurveRemapOne = 1f;
/// the alpha to aim towards when in ToDestination mode
[Tooltip("the alpha to aim towards when in ToDestination mode")]
[MMFEnumCondition("AlphaMode", (int)AlphaModes.ToDestination)]
public float DestinationAlpha = 1f;
/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
public bool AllowAdditivePlays = false;
protected float _initialAlpha;
protected Coroutine _coroutine;
///
/// On init we store our initial alpha
///
///
protected override void CustomInitialization(GameObject owner)
{
base.CustomInitialization(owner);
#if MM_TEXTMESHPRO
if (TargetTMPText == null)
{
return;
}
_initialAlpha = TargetTMPText.alpha;
#endif
}
///
/// On Play we change our text's alpha
///
///
///
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
#if MM_TEXTMESHPRO
if (TargetTMPText == null)
{
return;
}
switch (AlphaMode)
{
case AlphaModes.Instant:
TargetTMPText.alpha = InstantAlpha;
break;
case AlphaModes.Interpolate:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
_coroutine = StartCoroutine(ChangeAlpha());
break;
case AlphaModes.ToDestination:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
_initialAlpha = TargetTMPText.alpha;
_coroutine = StartCoroutine(ChangeAlpha());
break;
}
#endif
}
///
/// Changes the color of the text over time
///
///
protected virtual IEnumerator ChangeAlpha()
{
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
IsPlaying = true;
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
{
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
SetAlpha(remappedTime);
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
yield return null;
}
SetAlpha(FinalNormalizedTime);
_coroutine = null;
IsPlaying = false;
yield break;
}
///
/// Stops the animation if needed
///
///
///
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
base.CustomStopFeedback(position, feedbacksIntensity);
IsPlaying = false;
if (_coroutine != null)
{
StopCoroutine(_coroutine);
_coroutine = null;
}
}
///
/// Applies the alpha change
///
///
protected virtual void SetAlpha(float time)
{
#if MM_TEXTMESHPRO
float newAlpha = 0f;
if (AlphaMode == AlphaModes.Interpolate)
{
newAlpha = MMTween.Tween(time, 0f, 1f, CurveRemapZero, CurveRemapOne, Curve);
}
else if (AlphaMode == AlphaModes.ToDestination)
{
newAlpha = MMTween.Tween(time, 0f, 1f, _initialAlpha, DestinationAlpha, Curve);
}
TargetTMPText.alpha = newAlpha;
#endif
}
}
}