586 lines
18 KiB
C#
586 lines
18 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using DuloGames.UI.Tweens;
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using System.Collections.Generic;
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namespace DuloGames.UI
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{
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[ExecuteInEditMode, AddComponentMenu("UI/Highlight Transition")]
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public class UIHighlightTransition : MonoBehaviour, IEventSystemHandler, ISelectHandler, IDeselectHandler, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler
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{
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public enum VisualState
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{
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Normal,
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Highlighted,
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Selected,
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Pressed,
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Active
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}
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public enum Transition
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{
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None,
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ColorTint,
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SpriteSwap,
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Animation,
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TextColor,
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CanvasGroup
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}
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[SerializeField] private Transition m_Transition = Transition.None;
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[SerializeField] private Color m_NormalColor = ColorBlock.defaultColorBlock.normalColor;
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[SerializeField] private Color m_HighlightedColor = ColorBlock.defaultColorBlock.highlightedColor;
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[SerializeField] private Color m_SelectedColor = ColorBlock.defaultColorBlock.highlightedColor;
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[SerializeField] private Color m_PressedColor = ColorBlock.defaultColorBlock.pressedColor;
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[SerializeField] private Color m_ActiveColor = ColorBlock.defaultColorBlock.highlightedColor;
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[SerializeField] private float m_Duration = 0.1f;
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[SerializeField, Range(1f, 6f)]
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private float m_ColorMultiplier = 1f;
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[SerializeField] private Sprite m_HighlightedSprite;
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[SerializeField] private Sprite m_SelectedSprite;
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[SerializeField] private Sprite m_PressedSprite;
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[SerializeField] private Sprite m_ActiveSprite;
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[SerializeField] private string m_NormalTrigger = "Normal";
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[SerializeField] private string m_HighlightedTrigger = "Highlighted";
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[SerializeField] private string m_SelectedTrigger = "Selected";
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[SerializeField] private string m_PressedTrigger = "Pressed";
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[SerializeField] private string m_ActiveBool = "Active";
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[SerializeField][Range(0f, 1f)] private float m_NormalAlpha = 0f;
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[SerializeField][Range(0f, 1f)] private float m_HighlightedAlpha = 1f;
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[SerializeField][Range(0f, 1f)] private float m_SelectedAlpha = 1f;
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[SerializeField][Range(0f, 1f)] private float m_PressedAlpha = 1f;
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[SerializeField][Range(0f, 1f)] private float m_ActiveAlpha = 1f;
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[SerializeField, Tooltip("Graphic that will have the selected transtion applied.")]
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private Graphic m_TargetGraphic;
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[SerializeField, Tooltip("GameObject that will have the selected transtion applied.")]
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private GameObject m_TargetGameObject;
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[SerializeField, Tooltip("CanvasGroup that will have the selected transtion applied.")]
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private CanvasGroup m_TargetCanvasGroup;
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[SerializeField] private bool m_UseToggle = false;
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[SerializeField] private Toggle m_TargetToggle;
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private bool m_Highlighted = false;
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private bool m_Selected = false;
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private bool m_Pressed = false;
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private bool m_Active = false;
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private Selectable m_Selectable;
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private bool m_GroupsAllowInteraction = true;
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/// <summary>
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/// Gets or sets the transition type.
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/// </summary>
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/// <value>The transition.</value>
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public Transition transition
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{
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get
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{
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return this.m_Transition;
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}
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set
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{
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this.m_Transition = value;
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}
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}
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/// <summary>
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/// Gets or sets the target graphic.
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/// </summary>
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/// <value>The target graphic.</value>
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public Graphic targetGraphic
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{
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get
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{
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return this.m_TargetGraphic;
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}
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set
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{
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this.m_TargetGraphic = value;
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}
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}
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/// <summary>
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/// Gets or sets the target game object.
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/// </summary>
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/// <value>The target game object.</value>
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public GameObject targetGameObject
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{
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get
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{
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return this.m_TargetGameObject;
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}
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set
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{
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this.m_TargetGameObject = value;
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}
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}
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/// <summary>
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/// Gets or sets the target canvas group.
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/// </summary>
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/// <value>The target canvas group.</value>
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public CanvasGroup targetCanvasGroup
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{
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get
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{
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return this.m_TargetCanvasGroup;
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}
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set
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{
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this.m_TargetCanvasGroup = value;
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}
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}
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/// <summary>
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/// Gets the animator.
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/// </summary>
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/// <value>The animator.</value>
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public Animator animator
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{
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get
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{
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if (this.m_TargetGameObject != null)
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return this.m_TargetGameObject.GetComponent<Animator>();
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// Default
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return null;
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}
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}
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// Tween controls
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[System.NonSerialized]
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private readonly TweenRunner<ColorTween> m_ColorTweenRunner;
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[System.NonSerialized]
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private readonly TweenRunner<FloatTween> m_FloatTweenRunner;
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// Called by Unity prior to deserialization,
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// should not be called by users
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protected UIHighlightTransition()
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{
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if (this.m_ColorTweenRunner == null)
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this.m_ColorTweenRunner = new TweenRunner<ColorTween>();
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if (this.m_FloatTweenRunner == null)
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this.m_FloatTweenRunner = new TweenRunner<FloatTween>();
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this.m_ColorTweenRunner.Init(this);
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this.m_FloatTweenRunner.Init(this);
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}
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protected void Awake()
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{
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if (this.m_UseToggle)
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{
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if (this.m_TargetToggle == null)
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this.m_TargetToggle = this.gameObject.GetComponent<Toggle>();
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if (this.m_TargetToggle != null)
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this.m_Active = this.m_TargetToggle.isOn;
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}
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this.m_Selectable = this.gameObject.GetComponent<Selectable>();
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}
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protected void OnEnable()
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{
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if (this.m_TargetToggle != null)
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this.m_TargetToggle.onValueChanged.AddListener(OnToggleValueChange);
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this.InternalEvaluateAndTransitionToNormalState(true);
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}
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protected void OnDisable()
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{
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if (this.m_TargetToggle != null)
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this.m_TargetToggle.onValueChanged.RemoveListener(OnToggleValueChange);
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this.InstantClearState();
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}
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/// <summary>
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/// Internally evaluates and transitions to normal state.
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/// </summary>
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/// <param name="instant">If set to <c>true</c> instant.</param>
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private void InternalEvaluateAndTransitionToNormalState(bool instant)
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{
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this.DoStateTransition(this.m_Active ? VisualState.Active : VisualState.Normal, instant);
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}
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#if UNITY_EDITOR
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protected void OnValidate()
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{
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this.m_Duration = Mathf.Max(this.m_Duration, 0f);
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if (this.isActiveAndEnabled)
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{
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this.DoSpriteSwap(null);
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if (this.m_Transition != Transition.CanvasGroup)
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this.InternalEvaluateAndTransitionToNormalState(true);
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}
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}
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#endif
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private readonly List<CanvasGroup> m_CanvasGroupCache = new List<CanvasGroup>();
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protected void OnCanvasGroupChanged()
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{
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// Figure out if parent groups allow interaction
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// If no interaction is alowed... then we need
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// to not do that :)
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var groupAllowInteraction = true;
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Transform t = transform;
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while (t != null)
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{
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t.GetComponents(m_CanvasGroupCache);
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bool shouldBreak = false;
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for (var i = 0; i < m_CanvasGroupCache.Count; i++)
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{
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// if the parent group does not allow interaction
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// we need to break
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if (!m_CanvasGroupCache[i].interactable)
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{
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groupAllowInteraction = false;
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shouldBreak = true;
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}
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// if this is a 'fresh' group, then break
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// as we should not consider parents
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if (m_CanvasGroupCache[i].ignoreParentGroups)
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shouldBreak = true;
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}
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if (shouldBreak)
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break;
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t = t.parent;
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}
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if (groupAllowInteraction != this.m_GroupsAllowInteraction)
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{
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this.m_GroupsAllowInteraction = groupAllowInteraction;
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this.InternalEvaluateAndTransitionToNormalState(true);
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}
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}
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public virtual bool IsInteractable()
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{
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if (this.m_Selectable != null)
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return this.m_Selectable.IsInteractable() && this.m_GroupsAllowInteraction;
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return this.m_GroupsAllowInteraction;
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}
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protected void OnToggleValueChange(bool value)
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{
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if (!this.m_UseToggle || this.m_TargetToggle == null)
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return;
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this.m_Active = this.m_TargetToggle.isOn;
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if (this.m_Transition == Transition.Animation)
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{
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if (this.targetGameObject == null || this.animator == null || !this.animator.isActiveAndEnabled || this.animator.runtimeAnimatorController == null || string.IsNullOrEmpty(this.m_ActiveBool))
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return;
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this.animator.SetBool(this.m_ActiveBool, this.m_Active);
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}
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this.DoStateTransition(this.m_Active ? VisualState.Active :
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(this.m_Selected ? VisualState.Selected :
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(this.m_Highlighted ? VisualState.Highlighted : VisualState.Normal)), false);
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}
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/// <summary>
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/// Instantly clears the visual state.
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/// </summary>
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protected void InstantClearState()
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{
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switch (this.m_Transition)
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{
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case Transition.ColorTint:
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this.StartColorTween(Color.white, true);
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break;
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case Transition.SpriteSwap:
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this.DoSpriteSwap(null);
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break;
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case Transition.TextColor:
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this.SetTextColor(this.m_NormalColor);
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break;
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case Transition.CanvasGroup:
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this.SetCanvasGroupAlpha(1f);
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break;
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}
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}
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public void OnSelect(BaseEventData eventData)
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{
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this.m_Selected = true;
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if (this.m_Active)
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return;
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this.DoStateTransition(VisualState.Selected, false);
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}
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public void OnDeselect(BaseEventData eventData)
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{
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this.m_Selected = false;
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if (this.m_Active)
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return;
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this.DoStateTransition((this.m_Highlighted ? VisualState.Highlighted : VisualState.Normal), false);
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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this.m_Highlighted = true;
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if (!this.m_Selected && !this.m_Pressed && !this.m_Active)
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this.DoStateTransition(VisualState.Highlighted, false);
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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this.m_Highlighted = false;
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if (!this.m_Selected && !this.m_Pressed && !this.m_Active)
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this.DoStateTransition(VisualState.Normal, false);
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}
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public virtual void OnPointerDown(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Left)
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return;
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if (!this.m_Highlighted)
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return;
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this.m_Pressed = true;
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this.DoStateTransition(VisualState.Pressed, false);
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}
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public virtual void OnPointerUp(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Left)
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return;
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this.m_Pressed = false;
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VisualState newState = VisualState.Normal;
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if (this.m_Active)
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{
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newState = VisualState.Active;
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}
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else if (this.m_Selected)
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{
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newState = VisualState.Selected;
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}
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else if (this.m_Highlighted)
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{
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newState = VisualState.Highlighted;
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}
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this.DoStateTransition(newState, false);
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}
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/// <summary>
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/// Does the state transition.
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/// </summary>
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/// <param name="state">State.</param>
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/// <param name="instant">If set to <c>true</c> instant.</param>
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protected virtual void DoStateTransition(VisualState state, bool instant)
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{
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// Check if active in the scene
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if (!this.gameObject.activeInHierarchy)
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return;
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// Check if it's interactable
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if (!this.IsInteractable())
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state = VisualState.Normal;
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Color color = this.m_NormalColor;
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Sprite newSprite = null;
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string triggername = this.m_NormalTrigger;
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float alpha = this.m_NormalAlpha;
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// Prepare the transition values
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switch (state)
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{
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case VisualState.Normal:
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color = this.m_NormalColor;
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newSprite = null;
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triggername = this.m_NormalTrigger;
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alpha = this.m_NormalAlpha;
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break;
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case VisualState.Highlighted:
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color = this.m_HighlightedColor;
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newSprite = this.m_HighlightedSprite;
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triggername = this.m_HighlightedTrigger;
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alpha = this.m_HighlightedAlpha;
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break;
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case VisualState.Selected:
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color = this.m_SelectedColor;
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newSprite = this.m_SelectedSprite;
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triggername = this.m_SelectedTrigger;
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alpha = this.m_SelectedAlpha;
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break;
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case VisualState.Pressed:
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color = this.m_PressedColor;
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newSprite = this.m_PressedSprite;
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triggername = this.m_PressedTrigger;
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alpha = this.m_PressedAlpha;
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break;
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case VisualState.Active:
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color = this.m_ActiveColor;
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newSprite = this.m_ActiveSprite;
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alpha = this.m_ActiveAlpha;
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break;
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}
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// Do the transition
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switch (this.m_Transition)
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{
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case Transition.ColorTint:
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this.StartColorTween(color * this.m_ColorMultiplier, instant);
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break;
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case Transition.SpriteSwap:
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this.DoSpriteSwap(newSprite);
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break;
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case Transition.Animation:
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this.TriggerAnimation(triggername);
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break;
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case Transition.TextColor:
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this.StartTextColorTween(color, false);
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break;
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case Transition.CanvasGroup:
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this.StartCanvasGroupTween(alpha, instant);
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break;
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}
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}
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/// <summary>
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/// Starts the color tween.
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/// </summary>
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/// <param name="targetColor">Target color.</param>
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/// <param name="instant">If set to <c>true</c> instant.</param>
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private void StartColorTween(Color targetColor, bool instant)
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{
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if (this.m_TargetGraphic == null)
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return;
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if (instant || this.m_Duration == 0f || !Application.isPlaying)
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{
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this.m_TargetGraphic.canvasRenderer.SetColor(targetColor);
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}
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else
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{
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this.m_TargetGraphic.CrossFadeColor(targetColor, this.m_Duration, true, true);
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}
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}
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private void DoSpriteSwap(Sprite newSprite)
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{
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Image image = this.m_TargetGraphic as Image;
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if (image == null)
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return;
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image.overrideSprite = newSprite;
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}
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private void TriggerAnimation(string triggername)
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{
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if (this.targetGameObject == null || this.animator == null || !this.animator.isActiveAndEnabled || this.animator.runtimeAnimatorController == null || !this.animator.hasBoundPlayables || string.IsNullOrEmpty(triggername))
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return;
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this.animator.ResetTrigger(this.m_HighlightedTrigger);
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this.animator.ResetTrigger(this.m_SelectedTrigger);
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this.animator.ResetTrigger(this.m_PressedTrigger);
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this.animator.SetTrigger(triggername);
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}
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private void StartTextColorTween(Color targetColor, bool instant)
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{
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if (this.m_TargetGraphic == null)
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return;
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if ((this.m_TargetGraphic is Text) == false)
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return;
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if (instant || this.m_Duration == 0f || !Application.isPlaying)
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{
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(this.m_TargetGraphic as Text).color = targetColor;
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}
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else
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{
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var colorTween = new ColorTween { duration = this.m_Duration, startColor = (this.m_TargetGraphic as Text).color, targetColor = targetColor };
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colorTween.AddOnChangedCallback(SetTextColor);
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colorTween.ignoreTimeScale = true;
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this.m_ColorTweenRunner.StartTween(colorTween);
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}
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}
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/// <summary>
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/// Sets the text color.
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/// </summary>
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/// <param name="targetColor">Target color.</param>
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private void SetTextColor(Color targetColor)
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{
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if (this.m_TargetGraphic == null)
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return;
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if (this.m_TargetGraphic is Text)
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{
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(this.m_TargetGraphic as Text).color = targetColor;
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}
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}
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/// <summary>
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/// Starts the color tween.
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/// </summary>
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/// <param name="targetAlpha">Target alpha.</param>
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/// <param name="instant">If set to <c>true</c> instant.</param>
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private void StartCanvasGroupTween(float targetAlpha, bool instant)
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{
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if (this.m_TargetCanvasGroup == null)
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return;
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if (instant || this.m_Duration == 0f || !Application.isPlaying)
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{
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this.SetCanvasGroupAlpha(targetAlpha);
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}
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else
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{
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var floatTween = new FloatTween { duration = this.m_Duration, startFloat = this.m_TargetCanvasGroup.alpha, targetFloat = targetAlpha };
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floatTween.AddOnChangedCallback(SetCanvasGroupAlpha);
|
|
floatTween.ignoreTimeScale = true;
|
|
|
|
this.m_FloatTweenRunner.StartTween(floatTween);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the canvas group alpha value.
|
|
/// </summary>
|
|
/// <param name="alpha">The alpha value.</param>
|
|
private void SetCanvasGroupAlpha(float alpha)
|
|
{
|
|
if (this.m_TargetCanvasGroup == null)
|
|
return;
|
|
|
|
this.m_TargetCanvasGroup.alpha = alpha;
|
|
}
|
|
}
|
|
}
|