Beispiel #1
0
        private IEnumerator ShowEnumerator(bool instantAction)
        {
            RectTransform.FullScreen(true);
            Overlay.FullScreen(true);

            yield return(null); //skip a frame

            DisableUIInteractions();

            UIAnimator.StopAnimations(Container.RectTransform, ShowBehavior.Animation.AnimationType); //stop any SHOW animations
            Container.Enable();                                                                       //enable the gameobject, canvas and graphic raycaster
            Overlay.Enable();

            //MOVE
            Vector3 moveFrom = UIAnimator.GetAnimationMoveFrom(Container.RectTransform, ShowBehavior.Animation, Container.StartPosition);
            Vector3 moveTo   = UIAnimator.GetAnimationMoveTo(Container.RectTransform, ShowBehavior.Animation, Container.StartPosition);

            if (!ShowBehavior.Animation.Move.Enabled)
            {
                Container.ResetPosition();
            }
            UIAnimator.Move(Container.RectTransform, ShowBehavior.Animation, moveFrom, moveTo, instantAction); //initialize and play the SHOW Move tween

            //ROTATE
            Vector3 rotateFrom = UIAnimator.GetAnimationRotateFrom(ShowBehavior.Animation, Container.StartRotation);
            Vector3 rotateTo   = UIAnimator.GetAnimationRotateTo(ShowBehavior.Animation, Container.StartRotation);

            if (!ShowBehavior.Animation.Rotate.Enabled)
            {
                Container.ResetRotation();
            }
            UIAnimator.Rotate(Container.RectTransform, ShowBehavior.Animation, rotateFrom, rotateTo, instantAction); //initialize and play the SHOW Rotate tween

            //SCALE
            Vector3 scaleFrom = UIAnimator.GetAnimationScaleFrom(ShowBehavior.Animation, Container.StartScale);
            Vector3 scaleTo   = UIAnimator.GetAnimationScaleTo(ShowBehavior.Animation, Container.StartScale);

            if (!ShowBehavior.Animation.Scale.Enabled)
            {
                Container.ResetScale();
            }
            UIAnimator.Scale(Container.RectTransform, ShowBehavior.Animation, scaleFrom, scaleTo, instantAction); //initialize and play the SHOW Scale tween

            //FADE
            float fadeFrom = UIAnimator.GetAnimationFadeFrom(ShowBehavior.Animation, Container.StartAlpha);
            float fadeTo   = UIAnimator.GetAnimationFadeTo(ShowBehavior.Animation, Container.StartAlpha);

            if (!ShowBehavior.Animation.Fade.Enabled)
            {
                Container.ResetAlpha();
            }
            UIAnimator.Fade(Container.RectTransform, ShowBehavior.Animation, fadeFrom, fadeTo, instantAction); //initialize and play the SHOW Fade tween

            Visibility = VisibilityState.Showing;                                                              //update the visibility state
            if (!VisiblePopups.Contains(this))
            {
                VisiblePopups.Add(this);
            }
            ShowBehavior.OnStart.Invoke(gameObject, !instantAction, !instantAction);
            NotifySystemOfTriggeredBehavior(AnimationType.Show); //send the global events
            if (HideProgressor != null)
            {
                HideProgressor.SetValue(0f);
            }

            float startTime = Time.realtimeSinceStartup;

            if (!instantAction) //wait for the animation to finish
            {
//                yield return new WaitForSecondsRealtime(ShowBehavior.Animation.TotalDuration);

                float totalDuration = ShowBehavior.Animation.TotalDuration;
                float elapsedTime   = startTime - Time.realtimeSinceStartup;
                while (elapsedTime <= totalDuration) //wait for seconds realtime (ignore Unity's Time.Timescale)
                {
                    elapsedTime        = Time.realtimeSinceStartup - startTime;
                    VisibilityProgress = elapsedTime / totalDuration;
                    yield return(null);
                }
            }

            ShowBehavior.OnFinished.Invoke(gameObject, !instantAction, !instantAction);

            Visibility = VisibilityState.Visible; //update the visibility state
            if (!VisiblePopups.Contains(this))
            {
                VisiblePopups.Add(this);
            }

            if (AutoHideAfterShow)
            {
                Hide(AutoHideAfterShowDelay);
            }
            StartCoroutine(ExecuteShowSelectDeselectButtonEnumerator()); //select the selectedButton
            m_showCoroutine = null;                                      //clear the coroutine reference
            EnableUIInteractions();

            RemoveHiddenFromVisiblePopups();
        }