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119 lines
3.9 KiB
C#

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