134 lines
5.1 KiB
C#
134 lines
5.1 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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using UnityEngine.Events;
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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 UIToggle (controller) isOn state changes
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/// </summary>
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[AddComponentMenu("Doozy/UI/Components/Addons/UIToggle SpriteSwapper")]
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public class UIToggleSpriteSwapper : BaseUIToggleAnimator
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{
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("GameObject/Doozy/UI/Components/Addons/UIToggle SpriteSwapper", false, 8)]
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private static void CreateComponent(UnityEditor.MenuCommand menuCommand)
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{
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GameObjectUtils.AddToScene<UIToggleSpriteSwapper>("UIToggle 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 OnSprite;
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/// <summary> Sprite to set when the UIToggle isOn state transitions to TRUE </summary>
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public Sprite onSprite
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{
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get => OnSprite;
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set
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{
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OnSprite = value;
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if (controller.isOn && hasSpriteTarget) SpriteTarget.SetSprite(OnSprite);
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}
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}
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[SerializeField] private Sprite OffSprite;
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/// <summary> Sprite to set when the UIToggle isOn state transitions to FALSE </summary>
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public Sprite offSprite
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{
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get => OffSprite;
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set
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{
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OffSprite = value;
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if (!controller.isOn && hasSpriteTarget) SpriteTarget.SetSprite(OffSprite);
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}
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}
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protected override bool onAnimationIsActive => hasController && hasSpriteTarget && onSprite != null && spriteTarget.sprite == onSprite;
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protected override bool offAnimationIsActive => hasController && hasSpriteTarget && offSprite != null && spriteTarget.sprite == offSprite;
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protected override UnityAction playOnAnimation => () =>
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{
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if (!hasSpriteTarget) return;
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SpriteTarget.SetSprite(onSprite);
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};
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protected override UnityAction playOffAnimation => () =>
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{
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if (!hasSpriteTarget) return;
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SpriteTarget.SetSprite(offSprite);
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};
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protected override UnityAction reverseOnAnimation => () =>
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{
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if (!hasSpriteTarget) return;
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SpriteTarget.SetSprite(offSprite);
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};
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protected override UnityAction reverseOffAnimation => () =>
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{
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if (!hasSpriteTarget) return;
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SpriteTarget.SetSprite(onSprite);
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};
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protected override UnityAction instantPlayOnAnimation => () =>
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{
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if (!hasSpriteTarget) return;
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SpriteTarget.SetSprite(onSprite);
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};
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protected override UnityAction instantPlayOffAnimation => () =>
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{
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if (!hasSpriteTarget) return;
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SpriteTarget.SetSprite(offSprite);
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};
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protected override UnityAction stopOnAnimation => () => {}; //do nothing
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protected override UnityAction stopOffAnimation => () => {}; //do nothing
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protected override UnityAction addResetToOnStateCallback => () => {}; //do nothing
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protected override UnityAction removeResetToOnStateCallback => () => {}; //do nothing
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protected override UnityAction addResetToOffStateCallback => () => {}; //do nothing
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protected override UnityAction removeResetToOffStateCallback => () => {}; //do nothing
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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()
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{
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if (!hasSpriteTarget) return;
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if (!hasController) return;
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SpriteTarget.SetSprite(controller.isOn ? onSprite : offSprite);
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}
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public override void StopAllReactions() {}
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public override void ResetToStartValues(bool forced = false) {}
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public override List<Heartbeat> SetHeartbeat<Theartbeat>() => null;
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}
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}
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