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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/MMF_ImageFill.cs

207 lines
7.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine;
using UnityEngine.UI;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you change the fill value of a target Image over time.
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback will let you modify the fill value of a target Image over time.")]
[FeedbackPath("UI/Image Fill")]
public class MMF_ImageFill : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.UIColor; } }
public override bool EvaluateRequiresSetup() { return (BoundImage == null); }
public override string RequiredTargetText { get { return BoundImage != null ? BoundImage.name : ""; } }
public override string RequiresSetupText { get { return "This feedback requires that a BoundImage be set to be able to work properly. You can set one below."; } }
#endif
public override bool HasCustomInspectors => true;
public override bool HasAutomatedTargetAcquisition => true;
protected override void AutomateTargetAcquisition() => BoundImage = FindAutomatedTarget<Image>();
/// the possible modes for this feedback
public enum Modes { OverTime, Instant, ToDestination }
[MMFInspectorGroup("Target Image", true, 12, true)]
/// the Image to affect when playing the feedback
[Tooltip("the Image to affect when playing the feedback")]
public Image BoundImage;
[MMFInspectorGroup("Image Fill Animation", true, 24)]
/// whether the feedback should affect the Image instantly or over a period of time
[Tooltip("whether the feedback should affect the Image instantly or over a period of time")]
public Modes Mode = Modes.OverTime;
/// how long the Image should change over time
[Tooltip("how long the Image should change over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ToDestination)]
public float Duration = 0.2f;
/// 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;
/// the fill to move to in instant mode
[Tooltip("the fill to move to in instant mode")]
[MMFEnumCondition("Mode", (int)Modes.Instant)]
public float InstantFill = 1f;
/// the curve to use when interpolating towards the destination fill
[Tooltip("the curve to use when interpolating towards the destination fill")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.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("Mode", (int)Modes.OverTime)]
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("Mode", (int)Modes.OverTime)]
public float CurveRemapOne = 1f;
/// the fill to aim towards when in ToDestination mode
[Tooltip("the fill to aim towards when in ToDestination mode")]
[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
public float DestinationFill = 1f;
/// if this is true, the target will be disabled when this feedbacks is stopped
[Tooltip("if this is true, the target will be disabled when this feedbacks is stopped")]
public bool DisableOnStop = false;
/// the duration of this feedback is the duration of the Image, or 0 if instant
public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { Duration = value; } }
protected Coroutine _coroutine;
protected float _initialFill;
protected bool _initialState;
/// <summary>
/// On Play we turn our Image on and start an over time coroutine if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
_initialState = BoundImage.gameObject.activeInHierarchy;
Turn(true);
_initialFill = BoundImage.fillAmount;
switch (Mode)
{
case Modes.Instant:
BoundImage.fillAmount = InstantFill;
break;
case Modes.OverTime:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
_coroutine = Owner.StartCoroutine(ImageSequence());
break;
case Modes.ToDestination:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
_coroutine = Owner.StartCoroutine(ImageSequence());
break;
}
}
/// <summary>
/// This coroutine will modify the values on the Image
/// </summary>
/// <returns></returns>
protected virtual IEnumerator ImageSequence()
{
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
_initialFill = BoundImage.fillAmount;
IsPlaying = true;
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
{
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
SetFill(remappedTime);
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
yield return null;
}
SetFill(FinalNormalizedTime);
_coroutine = null;
IsPlaying = false;
yield return null;
}
/// <summary>
/// Sets the various values on the sprite renderer on a specified time (between 0 and 1)
/// </summary>
/// <param name="time"></param>
protected virtual void SetFill(float time)
{
float newFill = 0f;
if (Mode == Modes.OverTime)
{
newFill = MMTween.Tween(time, 0f, 1f, CurveRemapZero, CurveRemapOne, Curve);
}
else if (Mode == Modes.ToDestination)
{
newFill = MMTween.Tween(time, 0f, 1f, _initialFill, DestinationFill, Curve);
}
BoundImage.fillAmount = newFill;
}
/// <summary>
/// Turns the sprite renderer off on stop
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
IsPlaying = false;
base.CustomStopFeedback(position, feedbacksIntensity);
if (Active && DisableOnStop)
{
Turn(false);
}
_coroutine = null;
}
/// <summary>
/// Turns the sprite renderer on or off
/// </summary>
/// <param name="status"></param>
protected virtual void Turn(bool status)
{
BoundImage.gameObject.SetActive(status);
BoundImage.enabled = status;
}
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
Turn(_initialState);
BoundImage.fillAmount = _initialFill;
}
}
}