105 lines
3.3 KiB
C#
105 lines
3.3 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.Common.Utils;
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using Doozy.Runtime.Reactor.Targets;
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using Doozy.Runtime.Reactor.Ticker;
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using Doozy.Runtime.UIManager.Animators;
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using UnityEngine;
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// ReSharper disable MemberCanBePrivate.Global
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namespace Doozy.Runtime.UIManager.Visual
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{
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/// <summary>
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/// Specialized visual component used to swap a Sprites for a Reactor Sprite Target by listening to a UIContainer (controller) show/hide commands.
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/// </summary>
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[AddComponentMenu("Doozy/UI/Containers/Addons/UIContainer SpriteSwapper")]
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public class UIContainerSpriteSwapper : BaseUIContainerAnimator
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{
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("GameObject/Doozy/UI/Containers/Addons/UIContainer SpriteSwapper", false, 8)]
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private static void CreateComponent(UnityEditor.MenuCommand menuCommand)
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{
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GameObjectUtils.AddToScene<UIContainerSpriteSwapper>("UIContainer SpriteSwapper", false, true);
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}
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#endif
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[SerializeField] private ReactorSpriteTarget SpriteTarget;
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/// <summary> Reference to a sprite target component </summary>
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public ReactorSpriteTarget spriteTarget => SpriteTarget;
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/// <summary> Check if a sprite target is referenced or not </summary>
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public bool hasSpriteTarget => SpriteTarget != null;
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[SerializeField] private Sprite ShowSprite;
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/// <summary> Container Show Sprite </summary>
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public Sprite showSprite => ShowSprite;
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[SerializeField] private Sprite HideSprite;
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/// <summary> Container Hide Sprite </summary>
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public Sprite hideSprite => HideSprite;
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#if UNITY_EDITOR
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protected override void Reset()
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{
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FindTarget();
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base.Reset();
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}
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#endif
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public void FindTarget()
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{
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if (SpriteTarget != null)
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return;
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SpriteTarget = ReactorSpriteTarget.FindTarget(gameObject);
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UpdateSettings();
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}
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protected override void Awake()
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{
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FindTarget();
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UpdateSettings();
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base.Awake();
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}
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public override void UpdateSettings() {} //ignored
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public override void StopAllReactions() {} //ignored
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public override void Show()
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{
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if (!hasSpriteTarget)
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return;
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if (showSprite != null)
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SpriteTarget.SetSprite(showSprite);
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}
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public override void ReverseShow() =>
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Hide();
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public override void Hide()
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{
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if (!hasSpriteTarget)
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return;
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if (hideSprite != null)
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SpriteTarget.SetSprite(hideSprite);
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}
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public override void ReverseHide() =>
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Show();
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public override void InstantShow() =>
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Show();
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public override void InstantHide() =>
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Hide();
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public override void ResetToStartValues(bool forced = false) {} //ignored
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public override List<Heartbeat> SetHeartbeat<T>() { return null; } //ignored
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}
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}
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