2025-07-08 10:46:31 +00:00
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using UnityEngine;
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namespace Superlazy.UI
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{
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public class SLUIMove : SLUIOnOffTransition
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{
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public float onDuration = 0.3f;
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public float offDuration = 0.3f;
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public Vector3 offset;
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private RectTransform rectTrasform;
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private float currentTime;
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private Vector3 defaultPosition;
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protected override void Validate()
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{
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rectTrasform = GetComponent<RectTransform>();
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}
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protected override void Init()
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{
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defaultPosition = rectTrasform.anchoredPosition3D - offset;
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var newOffset = Vector3.zero;
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if (currentState == false)
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{
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currentTime = 0;
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}
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else
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{
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newOffset = offset;
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currentTime = 1;
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}
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rectTrasform.anchoredPosition3D = newOffset + defaultPosition;
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}
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protected override bool OnUpdate(bool forceUpdate = false)
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{
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var result = false;
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if (currentState)
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{
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if (onDuration == 0)
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{
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currentTime = 1;
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}
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else
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{
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currentTime += Time.unscaledDeltaTime / onDuration;
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}
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if (currentTime >= 1.0f)
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{
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currentTime = 1.0f;
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result = true;
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}
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}
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else
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{
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if (offDuration == 0)
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{
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currentTime = 0;
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}
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else
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{
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currentTime -= Time.unscaledDeltaTime / offDuration;
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}
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if (currentTime <= 0.0f)
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{
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currentTime = 0.0f;
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result = true;
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}
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}
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var ease = 1 - Mathf.Pow(1 - currentTime, 4); // * currentTime; // 0~1
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var newOffset = Vector3.Lerp(Vector3.zero, offset, ease);
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rectTrasform.anchoredPosition3D = newOffset + defaultPosition;
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return result;
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}
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protected override void ForceDisable()
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{
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currentTime = 0.0f;
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rectTrasform.anchoredPosition3D = defaultPosition;
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}
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}
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}
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