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

142 lines
5.8 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.Collections.Generic;
using Doozy.Runtime.Reactor.Animations;
using Doozy.Runtime.Reactor.Targets;
using Doozy.Runtime.Reactor.Ticker;
using UnityEngine;
using UnityEngine.Events;
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 UIToggle (controller) onToggleValueChangedCallback.
/// </summary>
[AddComponentMenu("Doozy/UI/Components/Animators/UIToggle Sprite Animator")]
public class UIToggleSpriteAnimator : BaseUIToggleAnimator
{
[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 OnAnimation;
/// <summary> Toggle On Animation </summary>
public SpriteAnimation onAnimation => OnAnimation ?? (OnAnimation = new SpriteAnimation(spriteTarget));
[SerializeField] private SpriteAnimation OffAnimation;
/// <summary> Toggle Off Animation </summary>
public SpriteAnimation offAnimation => OffAnimation ?? (OffAnimation = new SpriteAnimation(spriteTarget));
protected override bool onAnimationIsActive => onAnimation.isActive;
protected override bool offAnimationIsActive => offAnimation.isActive;
protected override UnityAction playOnAnimation => () => onAnimation.Play();
protected override UnityAction playOffAnimation => () => offAnimation.Play();
protected override UnityAction reverseOnAnimation => () => onAnimation.Reverse();
protected override UnityAction reverseOffAnimation => () => offAnimation.Reverse();
protected override UnityAction instantPlayOnAnimation => () => onAnimation.SetProgressAtOne();
protected override UnityAction instantPlayOffAnimation => () => offAnimation.SetProgressAtOne();
protected override UnityAction stopOnAnimation => () => onAnimation.Stop();
protected override UnityAction stopOffAnimation => () => offAnimation.Stop();
protected override UnityAction addResetToOnStateCallback => () => offAnimation.OnFinishCallback.AddListener(ResetToOnState);
protected override UnityAction removeResetToOnStateCallback => () => offAnimation.OnFinishCallback.RemoveListener(ResetToOnState);
protected override UnityAction addResetToOffStateCallback => () => onAnimation.OnFinishCallback.AddListener(ResetToOffState);
protected override UnityAction removeResetToOffStateCallback => () => onAnimation.OnFinishCallback.RemoveListener(ResetToOffState);
#if UNITY_EDITOR
protected override void Reset()
{
FindTarget();
ResetAnimation(onAnimation);
ResetAnimation(offAnimation);
base.Reset();
}
#endif
public void FindTarget()
{
if (SpriteTarget != null)
return;
SpriteTarget = ReactorSpriteTarget.FindTarget(gameObject);
UpdateSettings();
}
protected override void Awake()
{
UpdateSettings();
FindTarget();
base.Awake();
}
protected override void OnDestroy()
{
base.OnDestroy();
OnAnimation?.Recycle();
OffAnimation?.Recycle();
}
/// <summary> Update the animations settings (if a spriteTarget is referenced) </summary>
public override void UpdateSettings()
{
if(spriteTarget == null)
return;
onAnimation.SetTarget(spriteTarget);
offAnimation.SetTarget(spriteTarget);
}
/// <summary> Stop all animations </summary>
public override void StopAllReactions()
{
onAnimation.Stop();
offAnimation.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 (onAnimation.isActive) onAnimation.Stop();
if (offAnimation.isActive) offAnimation.Stop();
onAnimation.ResetToStartValues(forced);
offAnimation.ResetToStartValues(forced);
if (spriteTarget == null)
return;
spriteTarget.sprite = onAnimation.sprites[onAnimation.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 < 2; i++) list.Add(new T());
onAnimation.animation.SetHeartbeat(list[0]);
offAnimation.animation.SetHeartbeat(list[1]);
return list;
}
private static void ResetAnimation(SpriteAnimation target)
{
target.animation.Reset();
target.animation.enabled = false;
target.animation.settings.duration = 1f;
}
}
}