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ThreeFramer.cs
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// This code is part of the Fungus library (/~https://github.com/snozbot/fungus)
// It is released for free under the MIT open source license (/~https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Fungus
{
public enum threeFramu
{
Enable,
Disable
}
/// <summary>
/// Tween sequence
/// </summary>
[CommandInfo("Animation",
"Background Animation",
"Background frame-by-frame animation. Enable transparant to render fade-like type of animation(mostly used to animate bokeh, twinkling lights, etc) Note : Enable Transparent is more performant. Fade in/out needs CanvasGroup. IMPORTANT! Only works with UI Images")]
[AddComponentMenu("")]
[ExecuteInEditMode]
public class ThreeFramer : Command
{
[Tooltip("Enable")]
[SerializeField] public threeFramu splashSelect;
[Tooltip("Enable")]
[SerializeField] protected CanvasGroup canvas;
[Tooltip("Images")]
[SerializeField] public GameObject[] imgSrc = new GameObject[0];
public static bool allDone = false;
public static bool stillTweening = false;
[Tooltip("Ping pong/reverse loop style")]
[SerializeField] protected bool pingPongLoop = true;
private static int sibIndex = 0;
[Tooltip("Use this for rendering fade/blink like animation with alpha background")]
[SerializeField] protected bool enableTransparent = false;
[Tooltip("CanvasGroup component must exist in parent Canvas!")]
[SerializeField] protected bool fadeInOut = false;
[Tooltip("Fade duration")]
[SerializeField] protected float fadeDuration = 0.5f;
//Cache SiblingIndex
protected static List<int> cacheIndex = new List<int>();
protected void GetSequence()
{
if (splashSelect == threeFramu.Enable && stillTweening == false)
{
for (int j = 0; j < imgSrc.Length; j++)
{
//Set alpha canvas to 0
if(canvas != null)
{
canvas.alpha = 0;
}
//Cache SiblingIndex to List
cacheIndex.Add(imgSrc[j].transform.GetSiblingIndex());
if (imgSrc[j] != null)
{
stillTweening = true;
allDone = false;
//Fade in canvas group
if(fadeInOut)
{
if(canvas != null)
{
LeanTween.alphaCanvas(canvas, 1f, fadeDuration);
}
}
if(!enableTransparent)
{
imgSrc[j].SetActive(true);
}
else
{
imgSrc[j].SetActive(false);
}
if(imgSrc[j].activeInHierarchy == true && enableTransparent == false)
{
StartCoroutine(loopAnim());
}
if(imgSrc[j].activeInHierarchy == false && enableTransparent == true)
{
StartCoroutine(loopAnim());
}
}
else
{
stillTweening = false;
}
}
}
}
protected IEnumerator loopAnim()
{
WaitForSeconds waiting = new WaitForSeconds(0.1f);
while (!allDone)
{
if (stillTweening)
{
//One way loop
for(int i = 0; i < imgSrc.Length; i++)
{
if (i % 1 == 0)
{
if(enableTransparent)
{
imgSrc[i].SetActive(true);
}
else
{
int hh = imgSrc[i].transform.GetSiblingIndex();
imgSrc[i].transform.SetSiblingIndex(hh + sibIndex++);
}
yield return waiting;
if(enableTransparent)
{
imgSrc[i].SetActive(false);
}
}
}
//Reverse the loop to get the PingPong effect
if(pingPongLoop)
{
for (int i = imgSrc.Length - 1; i >= 0; i--)
{
if (i % 1 == 0)
{
if(enableTransparent)
{
imgSrc[i].SetActive(true);
}
else
{
int hh = imgSrc[i].transform.GetSiblingIndex();
imgSrc[i].transform.SetSiblingIndex(hh + sibIndex++);
}
yield return waiting;
if(enableTransparent)
{
imgSrc[i].SetActive(false);
}
}
}
}
}
else
{
break;
}
}
//Fade out canvas
if(fadeInOut)
{
if(canvas != null)
{
LeanTween.alphaCanvas(canvas, 0f, fadeDuration);
}
}
for (int i = 0; i < imgSrc.Length; i++)
{
imgSrc[i].SetActive(false);
for(int j = 0; j < cacheIndex.Count; j++)
{
//Make sure they are back to it's original order in the hierarchy
//This prevents wrong sequence if the same set of images used at a later time in the same scene
imgSrc[i].transform.SetSiblingIndex(cacheIndex[j]);
}
}
InStates();
yield break;
}
//Housekeeping
protected void InStates()
{
//Sanity check
cacheIndex = new List<int>();
allDone = true;
//Debug.Log("This was checked! 01");
}
#region Public members
public override Color GetButtonColor()
{
return new Color32(221, 184, 169, 255);
}
//Set initialization
public void GetThreeFramer(bool acstate)
{
sibIndex = 0;
stillTweening = acstate;
}
//Halt block progression in flowchart until everything is done.
protected IEnumerator lastWait()
{
while (true)
{
if(!allDone)
{
yield return null;
}
else
{
Continue();
//Next frame stop
yield break;
}
}
}
/*
//In case shits happen
public void StopAll()
{
StopAllCoroutines();
}
*/
public override void OnEnter()
{
Canvas.ForceUpdateCanvases();
switch (splashSelect)
{
case (threeFramu.Disable):
GetThreeFramer(false);
break;
case (threeFramu.Enable):
GetSequence();
break;
}
if(splashSelect == threeFramu.Enable)
{
Continue();
}
//Halt the progression until allDone = true
if(splashSelect == threeFramu.Disable)
{
StartCoroutine(lastWait());
}
}
public override void OnCommandAdded(Block parentBlock)
{
splashSelect = threeFramu.Disable;
}
#endregion
}
}