149 lines
6.4 KiB
C#
149 lines
6.4 KiB
C#
// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
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// This code can only be used under the standard Unity Asset Store End User License Agreement
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// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
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using System.Collections.Generic;
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using Doozy.Runtime.Reactor;
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using Doozy.Runtime.Reactor.Animations;
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using Doozy.Runtime.Reactor.Reflection;
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using Doozy.Runtime.Reactor.Ticker;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Doozy.Runtime.UIManager.Animators
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{
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/// <summary>
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/// Specialized animator component used to animate a float value
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/// by listening to a UIToggle (controller) onToggleValueChangedCallback
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/// </summary>
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[AddComponentMenu("Doozy/UI/Components/Animators/UIToggle Float Animator")]
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public class UIToggleFloatAnimator : BaseUIToggleAnimator
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{
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/// <summary> Float value target accessed via reflection </summary>
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public ReflectedFloat ValueTarget = new ReflectedFloat();
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/// <summary> Check if the value target is set up correctly </summary>
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public bool isValid => ValueTarget.IsValid();
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[SerializeField] private FloatAnimation OnAnimation;
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/// <summary> Toggle On Animation </summary>
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public FloatAnimation onAnimation => OnAnimation ?? (OnAnimation = new FloatAnimation(ValueTarget));
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[SerializeField] private FloatAnimation OffAnimation;
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/// <summary> Toggle Off Animation </summary>
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public FloatAnimation offAnimation => OffAnimation ?? (OffAnimation = new FloatAnimation(ValueTarget));
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protected override bool onAnimationIsActive => onAnimation.isActive;
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protected override bool offAnimationIsActive => offAnimation.isActive;
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protected override UnityAction playOnAnimation => () => onAnimation.Play();
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protected override UnityAction playOffAnimation => () => offAnimation.Play();
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protected override UnityAction reverseOnAnimation => () => onAnimation.Reverse();
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protected override UnityAction reverseOffAnimation => () => offAnimation.Reverse();
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protected override UnityAction instantPlayOnAnimation => () => onAnimation.SetProgressAtOne();
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protected override UnityAction instantPlayOffAnimation => () => offAnimation.SetProgressAtOne();
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protected override UnityAction stopOnAnimation => () => onAnimation.Stop();
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protected override UnityAction stopOffAnimation => () => offAnimation.Stop();
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protected override UnityAction addResetToOnStateCallback => () => offAnimation.OnFinishCallback.AddListener(ResetToOnState);
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protected override UnityAction removeResetToOnStateCallback => () => offAnimation.OnFinishCallback.RemoveListener(ResetToOnState);
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protected override UnityAction addResetToOffStateCallback => () => onAnimation.OnFinishCallback.AddListener(ResetToOffState);
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protected override UnityAction removeResetToOffStateCallback => () => onAnimation.OnFinishCallback.RemoveListener(ResetToOffState);
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#if UNITY_EDITOR
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protected override void Reset()
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{
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ValueTarget ??= new ReflectedFloat();
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base.Reset();
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ResetAnimation(onAnimation);
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onAnimation.animation.fromCustomValue = 0f;
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onAnimation.animation.toCustomValue = 1f;
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ResetAnimation(offAnimation);
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offAnimation.animation.fromCustomValue = 1f;
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offAnimation.animation.toCustomValue = 0f;
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}
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#endif
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protected override void OnDestroy()
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{
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base.OnDestroy();
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OnAnimation?.Recycle();
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OffAnimation?.Recycle();
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}
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/// <summary> Set the value target </summary>
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/// <param name="reflectedValue"> Reflected value target </param>
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private void SetTarget(object reflectedValue) =>
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SetTarget(reflectedValue as ReflectedFloat);
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/// <summary> Set the value target </summary>
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/// <param name="reflectedValue"> Reflected value target </param>
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private void SetTarget(ReflectedFloat reflectedValue)
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{
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onAnimation.SetTarget(reflectedValue);
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offAnimation.SetTarget(reflectedValue);
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}
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/// <summary> Refresh the set target and, if the animation is playing, update the calculated values </summary>
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public override void UpdateSettings()
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{
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SetTarget(ValueTarget);
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if (onAnimation.isPlaying) onAnimation.UpdateValues();
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if (offAnimation.isPlaying) offAnimation.UpdateValues();
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}
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/// <summary> Stop all animations </summary>
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public override void StopAllReactions()
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{
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onAnimation.Stop();
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offAnimation.Stop();
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}
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/// <summary> Reset all the reactions to their initial values (if the animation is enabled) </summary>
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/// <param name="forced"> If true, forced will ignore if the animation is enabled or not </param>
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public override void ResetToStartValues(bool forced = false)
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{
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if (onAnimation.isActive) onAnimation.Stop();
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if (offAnimation.isActive) offAnimation.Stop();
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onAnimation.ResetToStartValues(forced);
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offAnimation.ResetToStartValues(forced);
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if (ValueTarget == null || !ValueTarget.IsValid())
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return;
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ValueTarget.SetValue(onAnimation.startValue);
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(rectTransform);
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UnityEditor.SceneView.RepaintAll();
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#endif
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}
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/// <summary> Set animation heartbeat </summary>
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public override List<Heartbeat> SetHeartbeat<T>()
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{
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var list = new List<Heartbeat>();
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for (int i = 0; i < 2; i++) list.Add(new T());
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onAnimation.animation.SetHeartbeat(list[0]);
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offAnimation.animation.SetHeartbeat(list[1]);
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return list;
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}
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private static void ResetAnimation(FloatAnimation animation)
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{
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var reaction = animation.animation;
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reaction.Reset();
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reaction.enabled = true;
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reaction.fromReferenceValue = ReferenceValue.CustomValue;
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reaction.fromCustomValue = 0f;
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reaction.toReferenceValue = ReferenceValue.CustomValue;
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reaction.toCustomValue = 1f;
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reaction.settings.duration = 0.5f;
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}
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}
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}
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