// 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 Doozy.Runtime.Reactor.Internal;
using Doozy.Runtime.Reactor.Reactions;
using Doozy.Runtime.Reactor.Reflection;
using UnityEngine;
namespace Doozy.Runtime.Reactor.Animations
{
[Serializable]
public class Vector2Animation : ReactorAnimation
{
/// Vector2 value target accessed via reflection
public ReflectedVector2 valueTarget { get; private set; }
/// Checks if the value target is valid
public override bool hasTarget => valueTarget != null && valueTarget.IsValid();
[SerializeField] private ReflectedVector2Reaction Animation;
/// Vector2 reaction designed to animate a float value over time
public ReflectedVector2Reaction animation => Animation ?? (Animation = Reaction.Get());
/// Animation start value
public Vector2 startValue
{
get => animation.startValue;
set => animation.startValue = value;
}
/// Is the animation enabled
public override bool isEnabled => animation.enabled;
/// Is the animation in the idle state (is enabled, but not active)
public override bool isIdle => animation.isIdle;
/// Is the animation in the active state (is enabled and either playing or paused)
public override bool isActive => animation.isActive;
/// Is the animation in the paused state (is enabled, started playing and then paused)
public override bool isPaused => animation.isPaused;
/// Is the animation in the playing state (is enabled and started playing)
public override bool isPlaying => animation.isPlaying;
/// Is the animation in the start delay state (is enabled, started playing and waiting to start running after the start delay duration has passed)
public override bool inStartDelay => animation.inStartDelay;
/// Is the animation in the loop delay state (is enabled, started playing and is between loops waiting to continue running after the loop delay duration has passed)
public override bool inLoopDelay => animation.inLoopDelay;
/// Construct a new animation
public Vector2Animation(ReflectedVector2 reflectedFloat)
{
valueTarget = reflectedFloat;
}
/// Set the value target
/// Value target
public void SetTarget(ReflectedVector2 target)
{
valueTarget = null;
_ = target ?? throw new NullReferenceException(nameof(target));
valueTarget = target;
Initialize();
}
/// Initialize the animation
public void Initialize()
{
animation?.Stop(true);
Animation ??= Reaction.Get();
valueTarget.Initialize();
animation?.SetTarget(valueTarget);
UpdateValues();
}
///
/// Recycle the reactions controlled by this animation.
/// Reactions are pooled can (and should) be recycled to improve overall performance.
///
public override void Recycle() =>
animation?.Recycle();
/// Update From and To values by recalculating them
public override void UpdateValues() =>
animation.UpdateValues();
///
/// Stop all the reactions controlled by this animation
///
public override void StopAllReactionsOnTarget() =>
Reaction.StopAllReactionsByTargetObject(valueTarget.target, true);
/// Set the animation at the given progress value
/// Target progress [0,1]
public override void SetProgressAt(float targetProgress)
{
base.SetProgressAt(targetProgress);
if (animation.enabled) animation.SetProgressAt(targetProgress);
}
/// Play the animation at the given progress value from the current value
/// To progress [0,1]
public override void PlayToProgress(float toProgress)
{
base.PlayToProgress(toProgress);
if (animation.enabled) animation.PlayToProgress(toProgress);
}
/// Play the animation from the given progress value to the current value
/// From progress [0,1]
public override void PlayFromProgress(float fromProgress)
{
base.PlayFromProgress(fromProgress);
if (animation.enabled) animation.PlayFromProgress(fromProgress);
}
/// Play the animation from the given progress value to the given progress value
/// From progress [0,1]
/// To progress [0,1]
public override void PlayFromToProgress(float fromProgress, float toProgress)
{
base.PlayFromToProgress(fromProgress, toProgress);
if (animation.enabled) animation.PlayFromToProgress(fromProgress, toProgress);
}
/// Play the animation all the way
/// Play the animation in reverse?
public override void Play(bool inReverse = false)
{
if (valueTarget == null)
return;
valueTarget.Initialize();
if (!valueTarget.IsValid())
return;
RegisterCallbacks();
if (!isActive)
{
StopAllReactionsOnTarget();
// ResetToStartValues();
}
if (animation.enabled) animation.Play(inReverse);
}
/// 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 (valueTarget == null || valueTarget.target == null) return;
if (forced || animation.enabled)
{
animation.SetValue(startValue);
}
}
///
/// Stop the animation.
/// Called every time the animation is stopped.
/// Also called before calling Finish()
///
public override void Stop()
{
if (animation.isActive || animation.enabled) animation.Stop();
base.Stop();
}
///
/// Finish the animation.
/// Called to mark that that animation completed playing.
///
public override void Finish()
{
if (animation.isActive || animation.enabled) animation.Finish();
base.Finish();
}
///
/// Reverse the animation's direction while playing.
/// Works only if the animation is active (it either playing or paused)
///
public override void Reverse()
{
if (animation.isActive) animation.Reverse();
else if (animation.enabled) animation.Play(PlayDirection.Reverse);
}
///
/// Rewind the animation to the start values
///
public override void Rewind()
{
if (animation.enabled) animation.Rewind();
}
///
/// Pause the animation.
/// Works only if the animation is playing.
///
public override void Pause() =>
animation.Pause();
///
/// Resume a paused animation.
/// Works only if the animation is paused.
///
public override void Resume() =>
animation.Resume();
/// Register all callbacks to the animation
protected override void RegisterCallbacks()
{
base.RegisterCallbacks();
if (!animation.enabled)
return;
startedReactionsCount++;
animation.OnPlayCallback += InvokeOnPlay;
animation.OnStopCallback += InvokeOnStop;
animation.OnFinishCallback += InvokeOnFinish;
}
/// Unregister OnPlayCallback
protected override void UnregisterOnPlayCallbacks()
{
if (!animation.enabled)
return;
animation.OnPlayCallback -= InvokeOnPlay;
}
/// Unregister OnStopCallback
protected override void UnregisterOnStopCallbacks()
{
if (!animation.enabled)
return;
animation.OnStopCallback -= InvokeOnStop;
}
/// Unregister OnFinishCallback
protected override void UnregisterOnFinishCallbacks()
{
if (!animation.enabled)
return;
animation.OnFinishCallback -= InvokeOnFinish;
}
}
}