255 lines
9.7 KiB
C#
255 lines
9.7 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;
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using Doozy.Runtime.Reactor.Internal;
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using Doozy.Runtime.Reactor.Reactions;
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using Doozy.Runtime.Reactor.Reflection;
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using UnityEngine;
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namespace Doozy.Runtime.Reactor.Animations
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{
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[Serializable]
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public class Vector2Animation : ReactorAnimation
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{
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/// <summary> Vector2 value target accessed via reflection </summary>
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public ReflectedVector2 valueTarget { get; private set; }
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/// <summary> Checks if the value target is valid </summary>
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public override bool hasTarget => valueTarget != null && valueTarget.IsValid();
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[SerializeField] private ReflectedVector2Reaction Animation;
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/// <summary> Vector2 reaction designed to animate a float value over time </summary>
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public ReflectedVector2Reaction animation => Animation ?? (Animation = Reaction.Get<ReflectedVector2Reaction>());
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/// <summary> Animation start value </summary>
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public Vector2 startValue
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{
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get => animation.startValue;
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set => animation.startValue = value;
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}
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/// <summary> Is the animation enabled </summary>
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public override bool isEnabled => animation.enabled;
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/// <summary> Is the animation in the idle state (is enabled, but not active) </summary>
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public override bool isIdle => animation.isIdle;
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/// <summary> Is the animation in the active state (is enabled and either playing or paused) </summary>
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public override bool isActive => animation.isActive;
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/// <summary> Is the animation in the paused state (is enabled, started playing and then paused) </summary>
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public override bool isPaused => animation.isPaused;
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/// <summary> Is the animation in the playing state (is enabled and started playing) </summary>
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public override bool isPlaying => animation.isPlaying;
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/// <summary> Is the animation in the start delay state (is enabled, started playing and waiting to start running after the start delay duration has passed) </summary>
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public override bool inStartDelay => animation.inStartDelay;
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/// <summary> Is the animation in the loop delay state (is enabled, started playing and is between loops waiting to continue running after the loop delay duration has passed) </summary>
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public override bool inLoopDelay => animation.inLoopDelay;
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/// <summary> Construct a new animation </summary>
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public Vector2Animation(ReflectedVector2 reflectedFloat)
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{
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valueTarget = reflectedFloat;
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}
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/// <summary> Set the value target </summary>
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/// <param name="target"> Value target </param>
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public void SetTarget(ReflectedVector2 target)
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{
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valueTarget = null;
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_ = target ?? throw new NullReferenceException(nameof(target));
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valueTarget = target;
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Initialize();
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}
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/// <summary> Initialize the animation </summary>
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public void Initialize()
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{
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animation?.Stop(true);
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Animation ??= Reaction.Get<ReflectedVector2Reaction>();
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valueTarget.Initialize();
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animation?.SetTarget(valueTarget);
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UpdateValues();
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}
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/// <summary>
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/// Recycle the reactions controlled by this animation.
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/// <para/> Reactions are pooled can (and should) be recycled to improve overall performance.
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/// </summary>
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public override void Recycle() =>
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animation?.Recycle();
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/// <summary> Update From and To values by recalculating them </summary>
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public override void UpdateValues() =>
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animation.UpdateValues();
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/// <summary>
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/// Stop all the reactions controlled by this animation
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/// </summary>
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public override void StopAllReactionsOnTarget() =>
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Reaction.StopAllReactionsByTargetObject(valueTarget.target, true);
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/// <summary> Set the animation at the given progress value </summary>
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/// <param name="targetProgress"> Target progress [0,1] </param>
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public override void SetProgressAt(float targetProgress)
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{
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base.SetProgressAt(targetProgress);
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if (animation.enabled) animation.SetProgressAt(targetProgress);
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}
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/// <summary> Play the animation at the given progress value from the current value </summary>
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/// <param name="toProgress"> To progress [0,1] </param>
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public override void PlayToProgress(float toProgress)
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{
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base.PlayToProgress(toProgress);
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if (animation.enabled) animation.PlayToProgress(toProgress);
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}
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/// <summary> Play the animation from the given progress value to the current value </summary>
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/// <param name="fromProgress"> From progress [0,1] </param>
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public override void PlayFromProgress(float fromProgress)
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{
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base.PlayFromProgress(fromProgress);
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if (animation.enabled) animation.PlayFromProgress(fromProgress);
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}
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/// <summary> Play the animation from the given progress value to the given progress value </summary>
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/// <param name="fromProgress"> From progress [0,1] </param>
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/// <param name="toProgress"> To progress [0,1] </param>
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public override void PlayFromToProgress(float fromProgress, float toProgress)
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{
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base.PlayFromToProgress(fromProgress, toProgress);
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if (animation.enabled) animation.PlayFromToProgress(fromProgress, toProgress);
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}
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/// <summary> Play the animation all the way </summary>
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/// <param name="inReverse"> Play the animation in reverse? </param>
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public override void Play(bool inReverse = false)
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{
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if (valueTarget == null)
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return;
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valueTarget.Initialize();
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if (!valueTarget.IsValid())
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return;
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RegisterCallbacks();
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if (!isActive)
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{
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StopAllReactionsOnTarget();
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// ResetToStartValues();
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}
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if (animation.enabled) animation.Play(inReverse);
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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 (valueTarget == null || valueTarget.target == null) return;
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if (forced || animation.enabled)
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{
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animation.SetValue(startValue);
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}
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}
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/// <summary>
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/// Stop the animation.
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/// Called every time the animation is stopped.
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/// Also called before calling Finish()
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/// </summary>
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public override void Stop()
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{
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if (animation.isActive || animation.enabled) animation.Stop();
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base.Stop();
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}
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/// <summary>
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/// Finish the animation.
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/// Called to mark that that animation completed playing.
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/// </summary>
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public override void Finish()
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{
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if (animation.isActive || animation.enabled) animation.Finish();
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base.Finish();
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}
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/// <summary>
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/// Reverse the animation's direction while playing.
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/// Works only if the animation is active (it either playing or paused)
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/// </summary>
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public override void Reverse()
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{
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if (animation.isActive) animation.Reverse();
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else if (animation.enabled) animation.Play(PlayDirection.Reverse);
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}
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/// <summary>
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/// Rewind the animation to the start values
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/// </summary>
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public override void Rewind()
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{
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if (animation.enabled) animation.Rewind();
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}
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/// <summary>
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/// Pause the animation.
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/// Works only if the animation is playing.
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/// </summary>
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public override void Pause() =>
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animation.Pause();
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/// <summary>
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/// Resume a paused animation.
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/// Works only if the animation is paused.
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/// </summary>
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public override void Resume() =>
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animation.Resume();
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/// <summary> Register all callbacks to the animation </summary>
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protected override void RegisterCallbacks()
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{
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base.RegisterCallbacks();
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if (!animation.enabled)
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return;
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startedReactionsCount++;
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animation.OnPlayCallback += InvokeOnPlay;
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animation.OnStopCallback += InvokeOnStop;
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animation.OnFinishCallback += InvokeOnFinish;
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}
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/// <summary> Unregister OnPlayCallback </summary>
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protected override void UnregisterOnPlayCallbacks()
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{
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if (!animation.enabled)
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return;
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animation.OnPlayCallback -= InvokeOnPlay;
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}
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/// <summary> Unregister OnStopCallback </summary>
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protected override void UnregisterOnStopCallbacks()
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{
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if (!animation.enabled)
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return;
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animation.OnStopCallback -= InvokeOnStop;
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}
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/// <summary> Unregister OnFinishCallback </summary>
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protected override void UnregisterOnFinishCallbacks()
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{
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if (!animation.enabled)
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return;
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animation.OnFinishCallback -= InvokeOnFinish;
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}
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}
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}
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