2026-05-06 15:07:56 +02:00

343 lines
11 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using DuloGames.UI.Tweens;
using System.Collections.Generic;
namespace DuloGames.UI
{
[ExecuteInEditMode, AddComponentMenu("UI/Effect Transition")]
public class UIEffectTransition : MonoBehaviour, IEventSystemHandler, ISelectHandler, IDeselectHandler, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler
{
public enum VisualState
{
Normal,
Highlighted,
Selected,
Pressed,
Active
}
[SerializeField, Tooltip("Graphic that will have the selected transtion applied.")]
private BaseMeshEffect m_TargetEffect;
[SerializeField] private Color m_NormalColor = ColorBlock.defaultColorBlock.normalColor;
[SerializeField] private Color m_HighlightedColor = ColorBlock.defaultColorBlock.highlightedColor;
[SerializeField] private Color m_SelectedColor = ColorBlock.defaultColorBlock.highlightedColor;
[SerializeField] private Color m_PressedColor = ColorBlock.defaultColorBlock.pressedColor;
[SerializeField] private float m_Duration = 0.1f;
[SerializeField] private bool m_UseToggle = false;
[SerializeField] private Toggle m_TargetToggle;
[SerializeField] private Color m_ActiveColor = ColorBlock.defaultColorBlock.highlightedColor;
private bool m_Highlighted = false;
private bool m_Selected = false;
private bool m_Pressed = false;
private bool m_Active = false;
private Selectable m_Selectable;
private bool m_GroupsAllowInteraction = true;
// Tween controls
[System.NonSerialized]
private readonly TweenRunner<ColorTween> m_ColorTweenRunner;
// Called by Unity prior to deserialization,
// should not be called by users
protected UIEffectTransition()
{
if (this.m_ColorTweenRunner == null)
this.m_ColorTweenRunner = new TweenRunner<ColorTween>();
this.m_ColorTweenRunner.Init(this);
}
protected void Awake()
{
if (this.m_UseToggle)
{
if (this.m_TargetToggle == null)
this.m_TargetToggle = this.gameObject.GetComponent<Toggle>();
if (this.m_TargetToggle != null)
this.m_Active = this.m_TargetToggle.isOn;
}
this.m_Selectable = this.gameObject.GetComponent<Selectable>();
}
protected void OnEnable()
{
if (this.m_TargetToggle != null)
this.m_TargetToggle.onValueChanged.AddListener(OnToggleValueChange);
this.InternalEvaluateAndTransitionToNormalState(true);
}
protected void OnDisable()
{
if (this.m_TargetToggle != null)
this.m_TargetToggle.onValueChanged.RemoveListener(OnToggleValueChange);
this.InstantClearState();
}
#if UNITY_EDITOR
protected void OnValidate()
{
this.m_Duration = Mathf.Max(this.m_Duration, 0f);
if (this.isActiveAndEnabled)
this.InternalEvaluateAndTransitionToNormalState(true);
}
#endif
private readonly List<CanvasGroup> m_CanvasGroupCache = new List<CanvasGroup>();
protected void OnCanvasGroupChanged()
{
// Figure out if parent groups allow interaction
// If no interaction is alowed... then we need
// to not do that :)
var groupAllowInteraction = true;
Transform t = transform;
while (t != null)
{
t.GetComponents(m_CanvasGroupCache);
bool shouldBreak = false;
for (var i = 0; i < m_CanvasGroupCache.Count; i++)
{
// if the parent group does not allow interaction
// we need to break
if (!m_CanvasGroupCache[i].interactable)
{
groupAllowInteraction = false;
shouldBreak = true;
}
// if this is a 'fresh' group, then break
// as we should not consider parents
if (m_CanvasGroupCache[i].ignoreParentGroups)
shouldBreak = true;
}
if (shouldBreak)
break;
t = t.parent;
}
if (groupAllowInteraction != this.m_GroupsAllowInteraction)
{
this.m_GroupsAllowInteraction = groupAllowInteraction;
this.InternalEvaluateAndTransitionToNormalState(true);
}
}
public virtual bool IsInteractable()
{
if (this.m_Selectable != null)
return this.m_Selectable.IsInteractable() && this.m_GroupsAllowInteraction;
return this.m_GroupsAllowInteraction;
}
protected void OnToggleValueChange(bool value)
{
if (!this.m_UseToggle || this.m_TargetToggle == null)
return;
this.m_Active = this.m_TargetToggle.isOn;
if (!this.m_TargetToggle.isOn)
this.DoStateTransition(this.m_Selected ? VisualState.Selected : VisualState.Normal, false);
}
/// <summary>
/// Instantly clears the visual state.
/// </summary>
protected void InstantClearState()
{
this.SetEffectColor(Color.white);
}
/// <summary>
/// Internally evaluates and transitions to normal state.
/// </summary>
/// <param name="instant">If set to <c>true</c> instant.</param>
private void InternalEvaluateAndTransitionToNormalState(bool instant)
{
this.DoStateTransition(this.m_Active ? VisualState.Active : VisualState.Normal, instant);
}
public void OnSelect(BaseEventData eventData)
{
this.m_Selected = true;
if (this.m_Active)
return;
this.DoStateTransition(VisualState.Selected, false);
}
public void OnDeselect(BaseEventData eventData)
{
this.m_Selected = false;
if (this.m_Active)
return;
this.DoStateTransition((this.m_Highlighted ? VisualState.Highlighted : VisualState.Normal), false);
}
public void OnPointerEnter(PointerEventData eventData)
{
this.m_Highlighted = true;
if (!this.m_Selected && !this.m_Pressed && !this.m_Active)
this.DoStateTransition(VisualState.Highlighted, false);
}
public void OnPointerExit(PointerEventData eventData)
{
this.m_Highlighted = false;
if (!this.m_Selected && !this.m_Pressed && !this.m_Active)
this.DoStateTransition(VisualState.Normal, false);
}
public virtual void OnPointerDown(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
if (!this.m_Highlighted)
return;
this.m_Pressed = true;
this.DoStateTransition(VisualState.Pressed, false);
}
public virtual void OnPointerUp(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
this.m_Pressed = false;
VisualState newState = VisualState.Normal;
if (this.m_Active)
{
newState = VisualState.Active;
}
else if (this.m_Selected)
{
newState = VisualState.Selected;
}
else if (this.m_Highlighted)
{
newState = VisualState.Highlighted;
}
this.DoStateTransition(newState, false);
}
/// <summary>
/// Does the state transition.
/// </summary>
/// <param name="state">State.</param>
/// <param name="instant">If set to <c>true</c> instant.</param>
protected virtual void DoStateTransition(VisualState state, bool instant)
{
// Check if active in the scene
if (!this.gameObject.activeInHierarchy)
return;
// Check if it's interactable
if (!this.IsInteractable())
state = VisualState.Normal;
Color color = this.m_NormalColor;
// Prepare the transition values
switch (state)
{
case VisualState.Normal:
color = this.m_NormalColor;
break;
case VisualState.Highlighted:
color = this.m_HighlightedColor;
break;
case VisualState.Selected:
color = this.m_SelectedColor;
break;
case VisualState.Pressed:
color = this.m_PressedColor;
break;
case VisualState.Active:
color = this.m_ActiveColor;
break;
}
this.StartEffectColorTween(color, false);
}
private void StartEffectColorTween(Color targetColor, bool instant)
{
if (this.m_TargetEffect == null)
return;
if ((this.m_TargetEffect is Shadow) == false && (this.m_TargetEffect is Outline) == false)
return;
if (instant || this.m_Duration == 0f || !Application.isPlaying)
{
this.SetEffectColor(targetColor);
}
else
{
var colorTween = new ColorTween { duration = this.m_Duration, startColor = this.GetEffectColor(), targetColor = targetColor };
colorTween.AddOnChangedCallback(SetEffectColor);
colorTween.ignoreTimeScale = true;
this.m_ColorTweenRunner.StartTween(colorTween);
}
}
/// <summary>
/// Sets the effect color.
/// </summary>
/// <param name="targetColor">Target color.</param>
private void SetEffectColor(Color targetColor)
{
if (this.m_TargetEffect == null)
return;
if (this.m_TargetEffect is Shadow)
{
(this.m_TargetEffect as Shadow).effectColor = targetColor;
}
else if (this.m_TargetEffect is Outline)
{
(this.m_TargetEffect as Outline).effectColor = targetColor;
}
}
private Color GetEffectColor()
{
if (this.m_TargetEffect == null)
return Color.white;
if (this.m_TargetEffect is Shadow)
{
return (this.m_TargetEffect as Shadow).effectColor;
}
else if (this.m_TargetEffect is Outline)
{
return (this.m_TargetEffect as Outline).effectColor;
}
return Color.white;
}
}
}