// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
using System;
using System.Collections.Generic;
using Doozy.Runtime.Reactor;
using Doozy.Runtime.Reactor.Animations;
using Doozy.Runtime.Reactor.Reflection;
using Doozy.Runtime.Reactor.Ticker;
using Doozy.Runtime.UIManager.Components;
using UnityEngine;
// ReSharper disable MemberCanBePrivate.Global
namespace Doozy.Runtime.UIManager.Animators
{
///
/// Specialized animator component used to animate an int value
/// by listening to a target UISelectable (controller) selection state changes.
///
[AddComponentMenu("Doozy/UI/Components/Animators/UISelectable Int Animator")]
public class UISelectableIntAnimator : BaseUISelectableAnimator
{
/// Int value target accessed via reflection
public ReflectedInt ValueTarget = new ReflectedInt();
/// Check if the value target is set up correctly
public bool isValid => ValueTarget.IsValid();
[SerializeField] private IntAnimation NormalAnimation;
/// Animation for the Normal selection state
public IntAnimation normalAnimation => NormalAnimation ?? (NormalAnimation = new IntAnimation(ValueTarget));
[SerializeField] private IntAnimation HighlightedAnimation;
/// Animation for the Highlighted selection state
public IntAnimation highlightedAnimation => HighlightedAnimation ?? (HighlightedAnimation = new IntAnimation(ValueTarget));
[SerializeField] private IntAnimation PressedAnimation;
/// Animation for the Pressed selection state
public IntAnimation pressedAnimation => PressedAnimation ?? (PressedAnimation = new IntAnimation(ValueTarget));
[SerializeField] private IntAnimation SelectedAnimation;
/// Animation for the Selected selection state
public IntAnimation selectedAnimation => SelectedAnimation ?? (SelectedAnimation = new IntAnimation(ValueTarget));
[SerializeField] private IntAnimation DisabledAnimation;
/// Animation for the Disabled selection state
public IntAnimation disabledAnimation => DisabledAnimation ?? (DisabledAnimation = new IntAnimation(ValueTarget));
/// Returns TRUE if any animation is active
public bool anyAnimationIsActive =>
normalAnimation.isActive ||
highlightedAnimation.isActive ||
pressedAnimation.isActive ||
selectedAnimation.isActive ||
disabledAnimation.isActive;
/// Get the animation triggered by the given selection state
/// Target selection state
public IntAnimation GetAnimation(UISelectionState state) =>
state switch
{
UISelectionState.Normal => normalAnimation,
UISelectionState.Highlighted => highlightedAnimation,
UISelectionState.Pressed => pressedAnimation,
UISelectionState.Selected => selectedAnimation,
UISelectionState.Disabled => disabledAnimation,
_ => throw new ArgumentOutOfRangeException(nameof(state), state, null)
};
#if UNITY_EDITOR
protected override void Reset()
{
ValueTarget ??= new ReflectedInt();
base.Reset();
foreach (UISelectionState state in UISelectable.uiSelectionStates)
ResetAnimation(state);
}
#endif
protected override void Awake()
{
UpdateSettings();
base.Awake();
}
protected override void OnDestroy()
{
base.OnDestroy();
foreach (UISelectionState state in UISelectable.uiSelectionStates)
GetAnimation(state)?.Recycle();
}
/// Returns True if the givens selection state is enabled and the animation is not null.
/// Selection state
public override bool IsStateEnabled(UISelectionState state) =>
GetAnimation(state).isEnabled;
/// Update the animations settings (if a colorTarget is referenced)
public override void UpdateSettings()
{
foreach (UISelectionState state in UISelectable.uiSelectionStates)
{
var a = GetAnimation(state);
if(a == null) continue;
a.SetTarget(ValueTarget);
if(a.isPlaying) a.UpdateValues();
}
}
/// Stop all animations
public override void StopAllReactions()
{
foreach (UISelectionState state in UISelectable.uiSelectionStates)
GetAnimation(state)?.Stop();
}
/// Reset all the reactions to their initial values (if the animation is enabled)
/// If true, forced will ignore if the animation is enabled or not
public override void ResetToStartValues(bool forced = false)
{
if(normalAnimation.isActive) normalAnimation.Stop();
if(highlightedAnimation.isActive) highlightedAnimation.Stop();
if(pressedAnimation.isActive) pressedAnimation.Stop();
if(selectedAnimation.isActive) selectedAnimation.Stop();
if(disabledAnimation.isActive) disabledAnimation.Stop();
normalAnimation.ResetToStartValues();
highlightedAnimation.ResetToStartValues();
pressedAnimation.ResetToStartValues();
selectedAnimation.ResetToStartValues();
disabledAnimation.ResetToStartValues();
if (ValueTarget == null || !ValueTarget.IsValid())
return;
ValueTarget.SetValue(normalAnimation.startValue);
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(rectTransform);
UnityEditor.SceneView.RepaintAll();
#endif
}
/// Set animation heartbeat
public override List SetHeartbeat()
{
var list = new List();
for (int i = 0; i < 5; i++) list.Add(new T());
normalAnimation.animation.SetHeartbeat(list[0]);
highlightedAnimation.animation.SetHeartbeat(list[1]);
pressedAnimation.animation.SetHeartbeat(list[2]);
selectedAnimation.animation.SetHeartbeat(list[3]);
disabledAnimation.animation.SetHeartbeat(list[4]);
return list;
}
/// Play the animation for the given selection state
/// Selection state
public override void Play(UISelectionState state) =>
GetAnimation(state)?.Play();
/// Reset the animation for the given selection state
/// Selection state
private void ResetAnimation(UISelectionState state)
{
var a = GetAnimation(state);
a.animation.enabled = true;
a.animation.fromReferenceValue = ReferenceValue.CurrentValue;
a.animation.toReferenceValue = ReferenceValue.StartValue;
a.animation.settings.duration = 0.2f;
}
}
}