OldBlueWater/BlueWater/Assets/Doozy/Runtime/UIManager/Visual/UIToggleSpriteSwapper.cs

134 lines
5.1 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.Common.Utils;
using Doozy.Runtime.Reactor.Targets;
using Doozy.Runtime.Reactor.Ticker;
using Doozy.Runtime.UIManager.Animators;
using UnityEngine;
using UnityEngine.Events;
namespace Doozy.Runtime.UIManager.Visual
{
/// <summary>
/// Specialized visual component used to swap a Sprites for a Reactor Sprite Target by listening to a UIToggle (controller) isOn state changes
/// </summary>
[AddComponentMenu("Doozy/UI/Components/Addons/UIToggle SpriteSwapper")]
public class UIToggleSpriteSwapper : BaseUIToggleAnimator
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("GameObject/Doozy/UI/Components/Addons/UIToggle SpriteSwapper", false, 8)]
private static void CreateComponent(UnityEditor.MenuCommand menuCommand)
{
GameObjectUtils.AddToScene<UIToggleSpriteSwapper>("UIToggle SpriteSwapper", false, true);
}
#endif
[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 Sprite OnSprite;
/// <summary> Sprite to set when the UIToggle isOn state transitions to TRUE </summary>
public Sprite onSprite
{
get => OnSprite;
set
{
OnSprite = value;
if (controller.isOn && hasSpriteTarget) SpriteTarget.SetSprite(OnSprite);
}
}
[SerializeField] private Sprite OffSprite;
/// <summary> Sprite to set when the UIToggle isOn state transitions to FALSE </summary>
public Sprite offSprite
{
get => OffSprite;
set
{
OffSprite = value;
if (!controller.isOn && hasSpriteTarget) SpriteTarget.SetSprite(OffSprite);
}
}
protected override bool onAnimationIsActive => hasController && hasSpriteTarget && onSprite != null && spriteTarget.sprite == onSprite;
protected override bool offAnimationIsActive => hasController && hasSpriteTarget && offSprite != null && spriteTarget.sprite == offSprite;
protected override UnityAction playOnAnimation => () =>
{
if (!hasSpriteTarget) return;
SpriteTarget.SetSprite(onSprite);
};
protected override UnityAction playOffAnimation => () =>
{
if (!hasSpriteTarget) return;
SpriteTarget.SetSprite(offSprite);
};
protected override UnityAction reverseOnAnimation => () =>
{
if (!hasSpriteTarget) return;
SpriteTarget.SetSprite(offSprite);
};
protected override UnityAction reverseOffAnimation => () =>
{
if (!hasSpriteTarget) return;
SpriteTarget.SetSprite(onSprite);
};
protected override UnityAction instantPlayOnAnimation => () =>
{
if (!hasSpriteTarget) return;
SpriteTarget.SetSprite(onSprite);
};
protected override UnityAction instantPlayOffAnimation => () =>
{
if (!hasSpriteTarget) return;
SpriteTarget.SetSprite(offSprite);
};
protected override UnityAction stopOnAnimation => () => {}; //do nothing
protected override UnityAction stopOffAnimation => () => {}; //do nothing
protected override UnityAction addResetToOnStateCallback => () => {}; //do nothing
protected override UnityAction removeResetToOnStateCallback => () => {}; //do nothing
protected override UnityAction addResetToOffStateCallback => () => {}; //do nothing
protected override UnityAction removeResetToOffStateCallback => () => {}; //do nothing
#if UNITY_EDITOR
protected override void Reset()
{
FindTarget();
base.Reset();
}
#endif
public void FindTarget()
{
if (SpriteTarget != null)
return;
SpriteTarget = ReactorSpriteTarget.FindTarget(gameObject);
UpdateSettings();
}
protected override void Awake()
{
FindTarget();
UpdateSettings();
base.Awake();
}
public override void UpdateSettings()
{
if (!hasSpriteTarget) return;
if (!hasController) return;
SpriteTarget.SetSprite(controller.isOn ? onSprite : offSprite);
}
public override void StopAllReactions() {}
public override void ResetToStartValues(bool forced = false) {}
public override List<Heartbeat> SetHeartbeat<Theartbeat>() => null;
}
}