OldBlueWater/BlueWater/Assets/Doozy/Runtime/UIManager/Animators/UISelectableSpriteAnimator.cs

179 lines
7.5 KiB
C#

// 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.Animations;
using Doozy.Runtime.Reactor.Targets;
using Doozy.Runtime.Reactor.Ticker;
using Doozy.Runtime.UIManager.Components;
using UnityEngine;
// ReSharper disable UnusedMember.Global
namespace Doozy.Runtime.UIManager.Animators
{
/// <summary>
/// Specialized animator component used to animate a set of Sprites for a Reactor Sprite Target
/// by listening to a UISelectable (controller) selection state changes.
/// </summary>
[AddComponentMenu("Doozy/UI/Components/Animators/UISelectable Sprite Animator")]
public class UISelectableSpriteAnimator : BaseUISelectableAnimator
{
[SerializeField] private ReactorSpriteTarget SpriteTarget;
/// <summary> Reference to a sprite target component </summary>
public ReactorSpriteTarget spriteTarget => SpriteTarget;
/// <summary> Check if a sprite target is referenced or not </summary>
public bool hasSpriteTarget => SpriteTarget != null;
[SerializeField] private SpriteAnimation NormalAnimation;
/// <summary> Animation for the Normal selection state </summary>
public SpriteAnimation normalAnimation => NormalAnimation ?? (NormalAnimation = new SpriteAnimation(spriteTarget));
[SerializeField] private SpriteAnimation HighlightedAnimation;
/// <summary> Animation for the Highlighted selection state </summary>
public SpriteAnimation highlightedAnimation => HighlightedAnimation ?? (HighlightedAnimation = new SpriteAnimation(spriteTarget));
[SerializeField] private SpriteAnimation PressedAnimation;
/// <summary> Animation for the Pressed selection state </summary>
public SpriteAnimation pressedAnimation => PressedAnimation ?? (PressedAnimation = new SpriteAnimation(spriteTarget));
[SerializeField] private SpriteAnimation SelectedAnimation;
/// <summary> Animation for the Selected selection state </summary>
public SpriteAnimation selectedAnimation => SelectedAnimation ?? (SelectedAnimation = new SpriteAnimation(spriteTarget));
[SerializeField] private SpriteAnimation DisabledAnimation;
/// <summary> Animation for the Disabled selection state </summary>
public SpriteAnimation disabledAnimation => DisabledAnimation ?? (DisabledAnimation = new SpriteAnimation(spriteTarget));
/// <summary> Get the animation triggered by the given selection state </summary>
/// <param name="state"> Target selection state </param>
public SpriteAnimation 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()
{
FindTarget();
foreach (UISelectionState state in UISelectable.uiSelectionStates)
ResetAnimation(state);
base.Reset();
}
#endif
public void FindTarget()
{
if (SpriteTarget != null)
return;
SpriteTarget = ReactorSpriteTarget.FindTarget(gameObject);
UpdateSettings();
}
protected override void Awake()
{
FindTarget();
UpdateSettings();
base.Awake();
}
protected override void OnDestroy()
{
base.OnDestroy();
foreach (UISelectionState state in UISelectable.uiSelectionStates)
GetAnimation(state)?.Recycle();
}
/// <summary> Returns True if the givens selection state is enabled and the animation is not null. </summary>
/// <param name="state"> Selection state </param>
public override bool IsStateEnabled(UISelectionState state) =>
GetAnimation(state).isEnabled;
/// <summary> Update the animations settings (if a colorTarget is referenced) </summary>
public override void UpdateSettings()
{
if (spriteTarget == null)
return;
foreach (UISelectionState state in UISelectable.uiSelectionStates)
GetAnimation(state)?.SetTarget(spriteTarget);
}
/// <summary> Stop all animations </summary>
public override void StopAllReactions()
{
foreach (UISelectionState state in UISelectable.uiSelectionStates)
GetAnimation(state)?.Stop();
}
/// <summary> Reset all the reactions to their initial values (if the animation is enabled) </summary>
/// <param name="forced"> If true, forced will ignore if the animation is enabled or not </param>
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 (spriteTarget == null)
return;
spriteTarget.sprite = normalAnimation.sprites[normalAnimation.startFrame];
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(rectTransform);
UnityEditor.SceneView.RepaintAll();
#endif
}
/// <summary> Set animation heartbeat </summary>
public override List<Heartbeat> SetHeartbeat<T>()
{
var list = new List<Heartbeat>();
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;
}
/// <summary> Play the animation for the given selection state </summary>
/// <param name="state"> Selection state </param>
public override void Play(UISelectionState state) =>
GetAnimation(state)?.Play();
/// <summary> Reset the animation for the given selection state </summary>
/// <param name="state"> Selection state </param>
private void ResetAnimation(UISelectionState state)
{
SpriteAnimation a = GetAnimation(state);
a.animation.Reset();
a.animation.enabled = false;
a.animation.settings.duration = 0.5f;
}
}
}