119 lines
3.9 KiB
C#
119 lines
3.9 KiB
C#
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// Copyright 2016 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using UnityEngine;
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using UnityEngine.UI;
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using System;
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using System.Collections;
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public class UIFadeTransition : MonoBehaviour, IUITransition {
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#if UNITY_HAS_GOOGLEVR && (UNITY_ANDROID || UNITY_EDITOR)
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private bool transitioning;
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private Action runningInterruptCallback;
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/// The amount of time that the effect takes.
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[SerializeField]
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[Tooltip("The amount of time that the effect takes.")]
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private float durationSeconds = 0.25f;
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/// The amount of time to wait before transitioning in.
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[SerializeField]
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[Tooltip("The amount of time to wait before transitioning in.")]
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private float transitionInDelaySeconds = 0.1875f;
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/// The amount of time to wait before transitioning out.
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[SerializeField]
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[Tooltip("The amount of time to wait before transitioning out.")]
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private float transitionOutDelaySeconds = 0.0f;
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public void TransitionIn(Transform toTransition, Action completeCallback, Action interruptCallback) {
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Transition(true, transitionInDelaySeconds, toTransition, completeCallback, interruptCallback);
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}
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public void TransitionOut(Transform toTransition, Action completeCallback, Action interruptCallback) {
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Transition(false, transitionOutDelaySeconds, toTransition, completeCallback, interruptCallback);
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}
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private void Transition(bool transitionIn,
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float delaySeconds, Transform toTransition,
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Action completeCallback,
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Action interruptCallback) {
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if (transitioning) {
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transitioning = false;
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StopAllCoroutines();
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if (runningInterruptCallback != null) {
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runningInterruptCallback();
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}
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}
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float targetAlpha = 0.0f;
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if (transitionIn) {
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targetAlpha = 1.0f;
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}
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StartCoroutine(RunTransition(targetAlpha, delaySeconds, toTransition, completeCallback));
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runningInterruptCallback = interruptCallback;
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transitioning = true;
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}
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private IEnumerator RunTransition(float targetAlpha, float delaySeconds, Transform toTransition, Action callback) {
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CanvasGroup canvasGroup = GetCanvasGroup(toTransition);
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canvasGroup.alpha = 1.0f - targetAlpha;
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yield return new WaitForSeconds(delaySeconds);
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yield return StartCoroutine(RunFade(canvasGroup, targetAlpha));
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runningInterruptCallback = null;
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transitioning = false;
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if (callback != null) {
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callback();
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}
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}
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private IEnumerator RunFade(CanvasGroup canvasGroup, float targetAlpha) {
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float minAlpha = 0.0f;
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float maxAlpha = 1.0f;
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targetAlpha = Mathf.Clamp(targetAlpha, minAlpha, maxAlpha);
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float speed = 1.0f / durationSeconds;
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if (targetAlpha > canvasGroup.alpha) {
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maxAlpha = targetAlpha;
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} else {
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minAlpha = targetAlpha;
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speed *= -1.0f;
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}
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while (canvasGroup.alpha != targetAlpha) {
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float newAlpha = canvasGroup.alpha;
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newAlpha += Time.deltaTime * speed;
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newAlpha = Mathf.Clamp(newAlpha, minAlpha, maxAlpha);
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canvasGroup.alpha = newAlpha;
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yield return null;
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}
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}
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private CanvasGroup GetCanvasGroup(Transform toTransition) {
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CanvasGroup canvasGroup = toTransition.GetComponent<CanvasGroup>();
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if (canvasGroup == null) {
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canvasGroup = toTransition.gameObject.AddComponent<CanvasGroup>();
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}
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return canvasGroup;
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}
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#endif // UNITY_HAS_GOOGLEVR &&(UNITY_ANDROID || UNITY_EDITOR
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}
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