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123 lines
3.8 KiB
C#
123 lines
3.8 KiB
C#
// Copyright (c) Meta Platforms, Inc. and affiliates.
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using UnityEngine;
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using System.Collections;
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using System;
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using UnityEngine.UI;
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using System.Collections.Generic;
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using UnityEngine.Events;
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namespace Lofelt.NiceVibrations
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{
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/// <summary>
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/// A component to handle switches
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/// </summary>
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public class MMSwitch : MMTouchButton
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{
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[Header("Switch")]
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/// a SpriteReplace to represent the switch knob
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public Image SwitchKnob;
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/// the possible states of the switch
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public enum SwitchStates { Off, On }
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/// the current state of the switch
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public SwitchStates CurrentSwitchState { get; set; }
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[Header("Knob")]
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/// the state the switch should start in
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public SwitchStates InitialState = SwitchStates.Off;
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public Transform OffPosition;
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public Transform OnPosition;
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public AnimationCurve KnobMovementCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
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public float KnobMovementDuration = 0.2f;
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[Header("Binding")]
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/// the methods to call when the switch is turned on
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public UnityEvent SwitchOn;
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/// the methods to call when the switch is turned off
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public UnityEvent SwitchOff;
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protected float _knobMovementStartedAt = -50f;
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/// <summary>
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/// On init, we set our current switch state
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/// </summary>
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protected override void Initialization()
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{
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base.Initialization();
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CurrentSwitchState = InitialState;
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InitializeState();
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}
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public virtual void InitializeState()
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{
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if (CurrentSwitchState == SwitchStates.Off)
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{
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if (_animator != null)
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{
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_animator.Play("RollLeft");
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}
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SwitchKnob.transform.position = OffPosition.transform.position;
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}
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else
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{
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if (_animator != null)
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{
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_animator.Play("RollRight");
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}
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SwitchKnob.transform.position = OnPosition.transform.position;
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}
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}
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protected override void Update()
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{
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base.Update();
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if (Time.time - _knobMovementStartedAt < KnobMovementDuration)
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{
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float time = Remap(Time.time - _knobMovementStartedAt, 0f, KnobMovementDuration, 0f, 1f);
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float value = KnobMovementCurve.Evaluate(time);
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if (CurrentSwitchState == SwitchStates.Off)
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{
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SwitchKnob.transform.position = Vector3.Lerp(OnPosition.transform.position, OffPosition.transform.position, value);
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}
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else
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{
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SwitchKnob.transform.position = Vector3.Lerp(OffPosition.transform.position, OnPosition.transform.position, value);
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}
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}
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}
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/// <summary>
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/// Use this method to go from one state to the other
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/// </summary>
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public virtual void SwitchState()
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{
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_knobMovementStartedAt = Time.time;
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if (CurrentSwitchState == SwitchStates.Off)
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{
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CurrentSwitchState = SwitchStates.On;
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if (_animator != null)
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{
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_animator?.SetTrigger("Right");
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}
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if (SwitchOn != null)
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{
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SwitchOn.Invoke();
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}
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}
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else
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{
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CurrentSwitchState = SwitchStates.Off;
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if (_animator != null)
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{
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_animator?.SetTrigger("Left");
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}
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if (SwitchOff != null)
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{
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SwitchOff.Invoke();
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}
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}
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}
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}
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}
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