Beispiel #1
0
        public void ContinueAction(float animation_timer, LetterAnimation animation, AnimatePerOptions animate_per)
        {
            if (m_anim_state_vars.m_waiting_to_sync)
            {
                m_anim_state_vars.m_break_delay     = 0;
                m_anim_state_vars.m_waiting_to_sync = false;

                // reset timer offset to compensate for the sync-up wait time
                m_anim_state_vars.m_timer_offset = animation_timer;

                // Progress letter animation index to next, and break out of the loop
                int prev_action_idx = m_anim_state_vars.m_action_index;

                // Set next action index
                SetNextActionIndex(animation);

                if (m_anim_state_vars.m_active)
                {
                    if (!m_anim_state_vars.m_reverse && m_anim_state_vars.m_action_index_progress > m_anim_state_vars.m_action_index)
                    {
                        // Repeating the action again; check for unqiue random variable requests.
                        animation.GetAction(m_anim_state_vars.m_action_index).SoftReset(animation.GetAction(prev_action_idx), m_progression_variables, animate_per);
                    }

                    if (prev_action_idx != m_anim_state_vars.m_action_index)
                    {
                        UpdateLoopList(animation);
                    }
                }
            }
        }
Beispiel #2
0
        public void Reset(LetterAnimation animation)
        {
            m_anim_state_vars.Reset();

            if (animation.NumLoops > 0)
            {
                UpdateLoopList(animation);
            }
        }
Beispiel #3
0
        // Only called if action_idx has changed since last time
        void UpdateLoopList(LetterAnimation animation)
        {
            // add any new loops from the next action index to the loop list
            ActionLoopCycle loop;

            for (int idx = 0; idx < animation.NumLoops; idx++)
            {
                loop = animation.GetLoop(idx);

                if (loop.m_start_action_idx == m_anim_state_vars.m_action_index)
                {
                    // add this new loop into the ordered active loop list
                    int new_loop_cycle_span = loop.SpanWidth;

                    int loop_idx = 0;
                    foreach (ActionLoopCycle active_loop in m_anim_state_vars.m_active_loop_cycles)
                    {
                        if (loop.m_start_action_idx == active_loop.m_start_action_idx && loop.m_end_action_idx == active_loop.m_end_action_idx)
                        {
                            // This loop is already in the active loop list, don't re-add
                            loop_idx = -1;
                            break;
                        }

                        if (new_loop_cycle_span < active_loop.SpanWidth)
                        {
                            break;
                        }

                        loop_idx++;
                    }

                    if (loop_idx >= 0)
                    {
                        m_anim_state_vars.m_active_loop_cycles.Insert(loop_idx, loop.Clone());
                    }
                }
            }
        }
Beispiel #4
0
        public void SetMeshState(int action_idx, float action_progress, LetterAnimation animation, AnimatePerOptions animate_per, EffectManager effect_manager)
        {
            if (action_idx >= 0 && action_idx < animation.NumActions)
            {
                SetupMesh(animation.GetAction(action_idx), action_idx > 0 ? animation.GetAction(action_idx - 1) : null, Mathf.Clamp(action_progress, 0, 1), m_progression_variables, animate_per, Mathf.Clamp(action_progress, 0, 1), effect_manager);
            }
            else
            {
                // action not found for this letter. Position letter in its default position

                if (mesh_verts == null || mesh_verts.Length == 0)
                {
                    mesh_verts = new Vector3[4];
                }

                for (int idx = 0; idx < 4; idx++)
                {
                    mesh_verts[idx] = m_base_vertices[idx] + m_base_offset;
                }
                m_mesh.vertices = mesh_verts;
                m_mesh.colors   = new Color[] { Color.white, Color.white, Color.white, Color.white };
            }
        }
Beispiel #5
0
        public static int ImportLegacyData(this LetterAnimation letter_anim, List <object> data_list, int index_offset = 0)
        {
            KeyValuePair <string, string> value_pair;
            string key, value;
            int    idx;
            int    loop_idx = 0, action_idx = 0;

            for (idx = index_offset; idx < data_list.Count; idx++)
            {
                value_pair = (KeyValuePair <string, string>)data_list[idx];
                key        = value_pair.Key;
                value      = value_pair.Value;

                if (key.Equals("ANIM_DATA_END"))
                {
                    // reached end of this animations import data
                    break;
                }

                switch (key)
                {
                case "m_letters_to_animate":
                    List <object> letter_list = value.StringToList(';');
                    letter_anim.m_letters_to_animate = new List <int>();
                    if (letter_list != null)
                    {
                        foreach (object obj in letter_list)
                        {
                            letter_anim.m_letters_to_animate.Add(int.Parse(obj.ToString()));
                        }
                    }
                    break;

                case "m_letters_to_animate_custom_idx":
                    letter_anim.m_letters_to_animate_custom_idx = int.Parse(value); break;

                case "m_letters_to_animate_option":
                    letter_anim.m_letters_to_animate_option = (LETTERS_TO_ANIMATE)int.Parse(value); break;


                // LOOP DATA IMPORT
                case "LOOP_DATA_START":
                    if (loop_idx == letter_anim.NumLoops)
                    {
                        letter_anim.AddLoop();
                    }
                    break;

                case "LOOP_DATA_END":
                    loop_idx++; break;

                case "m_delay_first_only":
                    letter_anim.GetLoop(loop_idx).m_delay_first_only = bool.Parse(value); break;

                case "m_end_action_idx":
                    letter_anim.GetLoop(loop_idx).m_end_action_idx = int.Parse(value); break;

                case "m_loop_type":
                    letter_anim.GetLoop(loop_idx).m_loop_type = (LOOP_TYPE)int.Parse(value); break;

                case "m_number_of_loops":
                    letter_anim.GetLoop(loop_idx).m_number_of_loops = int.Parse(value); break;

                case "m_start_action_idx":
                    letter_anim.GetLoop(loop_idx).m_start_action_idx = int.Parse(value); break;


                // ACTION DATA IMPORT
                case "ACTION_DATA_START":
                    if (action_idx == letter_anim.NumActions)
                    {
                        letter_anim.AddAction();
                    }
                    idx = letter_anim.GetAction(action_idx).ImportLegacyData(data_list, idx + 1);
                    action_idx++;
                    break;
                }
            }

            // Remove any extra LoopData or LetterAction instances that existed prior to importing
            if (letter_anim.NumLoops > loop_idx)
            {
                letter_anim.RemoveLoops(loop_idx, letter_anim.NumLoops - loop_idx);
            }

            if (letter_anim.NumActions > action_idx)
            {
                letter_anim.RemoveActions(action_idx, letter_anim.NumActions - action_idx);
            }

            return(idx);
        }
		// Animates the letter mesh and return the current action index in use
		public LETTER_ANIMATION_STATE AnimateMesh(	bool force_render,
													float timer,
													TextAnchor text_anchor,
													int lowest_action_progress,
													LetterAnimation animation,
													AnimatePerOptions animate_per,
													float delta_time,
													EffectManager effect_manager)
		{
			
			m_last_animate_per = animate_per;
			m_effect_manager_handle = effect_manager;
			
			if(animation.NumActions > 0 && m_anim_state_vars.m_action_index < animation.NumActions)
			{
				if(!m_anim_state_vars.m_active && !force_render)
				{
					return LETTER_ANIMATION_STATE.STOPPED;
				}
				
				if(m_anim_state_vars.m_action_index != m_anim_state_vars.m_prev_action_index)
				{
					SetCurrentLetterAction(animation.GetAction(m_anim_state_vars.m_action_index), animate_per);
					
					m_anim_state_vars.m_started_action = false;
				}
				else if(m_current_letter_action == null)
				{
					SetCurrentLetterAction(animation.GetAction(m_anim_state_vars.m_action_index), animate_per);
				}
				
				m_anim_state_vars.m_prev_action_index = m_anim_state_vars.m_action_index;
				
				if(force_render)
				{
					SetupMesh(m_current_letter_action, m_anim_state_vars.m_action_index > 0 ? animation.GetAction(m_anim_state_vars.m_action_index-1) : null, m_anim_state_vars.m_action_progress, m_progression_variables, animate_per, m_anim_state_vars.m_linear_progress, m_effect_manager_handle);
				}
				
				if(m_anim_state_vars.m_waiting_to_sync)
				{
					if(m_current_letter_action.m_action_type == ACTION_TYPE.BREAK)
					{
						if(!force_render && m_anim_state_vars.m_break_delay > 0)
						{
							m_anim_state_vars.m_break_delay -= delta_time;
							
							if(m_anim_state_vars.m_break_delay <= 0)
							{
								ContinueAction(timer, animation, animate_per);
								
								return LETTER_ANIMATION_STATE.PLAYING;
							}
						}
						
						return LETTER_ANIMATION_STATE.WAITING;
					}
					else if(lowest_action_progress < m_anim_state_vars.m_action_index_progress)
					{
						return LETTER_ANIMATION_STATE.PLAYING;
					}
					else if(!force_render)
					{
						m_anim_state_vars.m_waiting_to_sync = false;
						
						// reset timer offset to compensate for the sync-up wait time
						m_anim_state_vars.m_timer_offset = timer;
					}
				}
				else if(!force_render && (m_current_letter_action.m_action_type == ACTION_TYPE.BREAK || (!m_anim_state_vars.m_reverse && m_current_letter_action.m_force_same_start_time && lowest_action_progress < m_anim_state_vars.m_action_index_progress)))
				{
					// Force letter to wait for rest of letters to be in sync
					m_anim_state_vars.m_waiting_to_sync = true;
					
					m_anim_state_vars.m_break_delay = Mathf.Max(m_current_letter_action.m_duration_progression.GetValue(m_progression_variables, animate_per), 0);
					
					return LETTER_ANIMATION_STATE.PLAYING;
				}
				
				
				if(force_render)
				{
					return m_anim_state_vars.m_active ? LETTER_ANIMATION_STATE.PLAYING : LETTER_ANIMATION_STATE.STOPPED;
				}
				
				m_anim_state_vars.m_action_progress = 0;
				m_anim_state_vars.m_linear_progress = 0;
				
				m_action_timer = timer - m_anim_state_vars.m_timer_offset;
				
				if((m_anim_state_vars.m_reverse || m_action_timer > m_action_delay))
				{
					m_anim_state_vars.m_linear_progress = (m_action_timer - (m_anim_state_vars.m_reverse ? 0 : m_action_delay)) / m_action_duration;
					
					if(m_anim_state_vars.m_reverse)
					{
						if(m_action_timer >= m_action_duration)
						{
							m_anim_state_vars.m_linear_progress = 0;
						}
						else
						{
							m_anim_state_vars.m_linear_progress = 1 - m_anim_state_vars.m_linear_progress;
						}
					}
					
					
					if(!m_anim_state_vars.m_started_action)
					{
						// Trigger any action onStart audio or particle effects
						
						TriggerAudioEffect(animate_per, PLAY_ITEM_EVENTS.ON_START);
						
						TriggerParticleEffects(animate_per, PLAY_ITEM_EVENTS.ON_START);
						
						m_anim_state_vars.m_started_action = true;
					}
					
					
					m_anim_state_vars.m_action_progress = EasingManager.GetEaseProgress(m_current_letter_action.m_ease_type, m_anim_state_vars.m_linear_progress);
					
					if((!m_anim_state_vars.m_reverse && m_anim_state_vars.m_linear_progress >= 1) || (m_anim_state_vars.m_reverse && m_action_timer >= m_action_duration + m_action_delay))
					{
						m_anim_state_vars.m_action_progress = m_anim_state_vars.m_reverse ? 0 : 1;
						m_anim_state_vars.m_linear_progress = m_anim_state_vars.m_reverse ? 0 : 1;
						
						if(!m_anim_state_vars.m_reverse && m_anim_state_vars.m_action_index != -1)
						{
							TriggerParticleEffects(animate_per, PLAY_ITEM_EVENTS.ON_FINISH);
							
							TriggerAudioEffect(animate_per, PLAY_ITEM_EVENTS.ON_FINISH);
						}
						
						int prev_action_idx = m_anim_state_vars.m_action_index;
						float prev_delay = m_action_delay;
						
						// Set next action index
						SetNextActionIndex(animation);
						
						if(m_anim_state_vars.m_active)
						{
							if(!m_anim_state_vars.m_reverse)
							{
								m_anim_state_vars.m_started_action = false;
							}
							
							if(!m_anim_state_vars.m_reverse && m_anim_state_vars.m_action_index_progress > m_anim_state_vars.m_action_index)
							{
								// Repeating the action again; check for unqiue random variable requests.
								animation.GetAction(m_anim_state_vars.m_action_index).SoftReset(animation.GetAction(prev_action_idx), m_progression_variables, animate_per, m_anim_state_vars.m_action_index == 0);
							}
							else if(m_anim_state_vars.m_reverse)
							{
								animation.GetAction(m_anim_state_vars.m_action_index).SoftResetStarts(animation.GetAction(prev_action_idx), m_progression_variables, animate_per);
							}
							
							// Add to the timer offset
							m_anim_state_vars.m_timer_offset += prev_delay + m_action_duration;
							
							if(prev_action_idx != m_anim_state_vars.m_action_index)
							{
								UpdateLoopList(animation);
							}
							else
							{
								SetCurrentLetterAction(animation.GetAction(m_anim_state_vars.m_action_index), animate_per);
							}
						}
					}
				}
				
				SetupMesh(m_current_letter_action, m_anim_state_vars.m_action_index > 0 ? animation.GetAction(m_anim_state_vars.m_action_index-1) : null, m_anim_state_vars.m_action_progress, m_progression_variables, animate_per, m_anim_state_vars.m_linear_progress, m_effect_manager_handle);
			}
			else
			{
				// no actions found for this letter. Position letter in its default position
				if(mesh_verts == null || mesh_verts.Length == 0)
					mesh_verts = new Vector3[4];
				
				for(int idx=0; idx < 4; idx++)
				{
					mesh_verts[idx] = m_base_vertices[idx] + m_base_offset;
				}
				m_mesh.vertices = mesh_verts;
				
				m_anim_state_vars.m_active = false;
			}
			
			return m_anim_state_vars.m_active ? LETTER_ANIMATION_STATE.PLAYING : LETTER_ANIMATION_STATE.STOPPED;
		}
		public void ContinueAction(float animation_timer, LetterAnimation animation, AnimatePerOptions animate_per)
		{
			if(m_anim_state_vars.m_waiting_to_sync)
			{
				m_anim_state_vars.m_break_delay = 0;
				m_anim_state_vars.m_waiting_to_sync= false;
				
				// reset timer offset to compensate for the sync-up wait time
				m_anim_state_vars.m_timer_offset = animation_timer;
				
				// Progress letter animation index to next, and break out of the loop
				int prev_action_idx = m_anim_state_vars.m_action_index;
				
				// Set next action index
				SetNextActionIndex(animation);
				
				if(m_anim_state_vars.m_active)
				{
					if(!m_anim_state_vars.m_reverse && m_anim_state_vars.m_action_index_progress > m_anim_state_vars.m_action_index)
					{
						// Repeating the action again; check for unqiue random variable requests.
						animation.GetAction(m_anim_state_vars.m_action_index).SoftReset(animation.GetAction(prev_action_idx), m_progression_variables, animate_per);
					}
					
					if(prev_action_idx != m_anim_state_vars.m_action_index)
					{
						UpdateLoopList(animation);
					}
				}
			}		
		}
		// Only called if action_idx has changed since last time
		void UpdateLoopList(LetterAnimation animation)
		{
			// add any new loops from the next action index to the loop list
			ActionLoopCycle loop;
			for(int idx=0; idx < animation.NumLoops; idx++)
			{
				loop = animation.GetLoop(idx);
				
				if(loop.m_start_action_idx == m_anim_state_vars.m_action_index)
				{
					// add this new loop into the ordered active loop list
					int new_loop_cycle_span = loop.SpanWidth;
					
					int loop_idx = 0;
					foreach(ActionLoopCycle active_loop in m_anim_state_vars.m_active_loop_cycles)
					{
						if(loop.m_start_action_idx == active_loop.m_start_action_idx && loop.m_end_action_idx == active_loop.m_end_action_idx)
						{
							// This loop is already in the active loop list, don't re-add
							loop_idx = -1;
							break;
						}
						
						if(new_loop_cycle_span < active_loop.SpanWidth)
						{
							break;
						}
							
						loop_idx++;
					}
					
					if(loop_idx >= 0)
					{
						m_anim_state_vars.m_active_loop_cycles.Insert(loop_idx, loop.Clone());
					}
				}
			}
		}
		void SetNextActionIndex(LetterAnimation animation)
		{
			// based on current active loop list, return the next action index
			
			// increment action progress count
			m_anim_state_vars.m_action_index_progress++;
			
			ActionLoopCycle current_loop;
			for(int loop_idx=0; loop_idx < m_anim_state_vars.m_active_loop_cycles.Count; loop_idx++)
			{
				current_loop = m_anim_state_vars.m_active_loop_cycles[loop_idx];
				
				if((current_loop.m_loop_type == LOOP_TYPE.LOOP && m_anim_state_vars.m_action_index == current_loop.m_end_action_idx) ||
					(current_loop.m_loop_type == LOOP_TYPE.LOOP_REVERSE && ((m_anim_state_vars.m_reverse && m_anim_state_vars.m_action_index == current_loop.m_start_action_idx) || (!m_anim_state_vars.m_reverse && m_anim_state_vars.m_action_index == current_loop.m_end_action_idx)))
				)
				{
					
					// Reached end of loop cycle. Deduct one cycle from loop count.
					bool end_of_loop_cycle = current_loop.m_loop_type == LOOP_TYPE.LOOP || m_anim_state_vars.m_reverse;
					
					if(end_of_loop_cycle)
					{
						current_loop.m_number_of_loops--;
					}
					
					// Switch reverse status
					if(current_loop.m_loop_type == LOOP_TYPE.LOOP_REVERSE)
					{
						m_anim_state_vars.m_reverse = !m_anim_state_vars.m_reverse;
					}
					
					current_loop.FirstPass = false;
					
					if(end_of_loop_cycle && current_loop.m_number_of_loops == 0)
					{
						// loop cycle finished
						// Remove this loop from active loop list
						m_anim_state_vars.m_active_loop_cycles.RemoveAt(loop_idx);
						loop_idx--;
						
						if(current_loop.m_loop_type == LOOP_TYPE.LOOP_REVERSE)
						{
							// Don't allow anim to progress back through actions, skip to action beyond end of reverse loop
							m_anim_state_vars.m_action_index = current_loop.m_end_action_idx;
						}
					}
					else
					{
						if(current_loop.m_number_of_loops < 0)
						{
							current_loop.m_number_of_loops = -1;
						}
						
						// return to the start of this loop again
						if(current_loop.m_loop_type == LOOP_TYPE.LOOP)
						{
							m_anim_state_vars.m_action_index = current_loop.m_start_action_idx;
						}
						
						return;
					}
				}
				else
				{
					break;
				}
			}
			
			m_anim_state_vars.m_action_index += (m_anim_state_vars.m_reverse ? -1 : 1);
			
			// check for animation reaching end
			if(m_anim_state_vars.m_action_index >= animation.NumActions)
			{
				m_anim_state_vars.m_active = false;
				m_anim_state_vars.m_action_index = animation.NumActions -1;
			}
			
			return;
		}
		public void SetMeshState(int action_idx, float action_progress, LetterAnimation animation, AnimatePerOptions animate_per, EffectManager effect_manager)
		{
			if(action_idx >= 0 && action_idx < animation.NumActions)
			{
				SetupMesh(animation.GetAction(action_idx), action_idx > 0 ? animation.GetAction(action_idx-1) : null, Mathf.Clamp(action_progress, 0,1), m_progression_variables, animate_per, Mathf.Clamp(action_progress, 0,1), effect_manager);
			}
			else
			{
				// action not found for this letter. Position letter in its default position
				
				if(mesh_verts == null || mesh_verts.Length == 0)
					mesh_verts = new Vector3[4];
				
				for(int idx=0; idx < 4; idx++)
				{
					mesh_verts[idx] = m_base_vertices[idx] + m_base_offset;
				}
				m_mesh.vertices = mesh_verts;
				m_mesh.colors = new Color[]{Color.white, Color.white, Color.white, Color.white};
			}
		}
		public void Reset(LetterAnimation animation)
		{
			m_anim_state_vars.Reset();
			
			if(animation.NumLoops > 0)
			{
				UpdateLoopList(animation);
			}
		}
Beispiel #12
0
        // Animates the letter mesh and return the current action index in use
        public LETTER_ANIMATION_STATE AnimateMesh(bool force_render,
                                                  float timer,
                                                  TextAnchor text_anchor,
                                                  int lowest_action_progress,
                                                  LetterAnimation animation,
                                                  AnimatePerOptions animate_per,
                                                  float delta_time,
                                                  EffectManager effect_manager)
        {
            m_last_animate_per      = animate_per;
            m_effect_manager_handle = effect_manager;

            if (animation.NumActions > 0 && m_anim_state_vars.m_action_index < animation.NumActions)
            {
                if (!m_anim_state_vars.m_active && !force_render)
                {
                    return(LETTER_ANIMATION_STATE.STOPPED);
                }

                if (m_anim_state_vars.m_action_index != m_anim_state_vars.m_prev_action_index)
                {
                    SetCurrentLetterAction(animation.GetAction(m_anim_state_vars.m_action_index), animate_per);

                    m_anim_state_vars.m_started_action = false;
                }
                else if (m_current_letter_action == null)
                {
                    SetCurrentLetterAction(animation.GetAction(m_anim_state_vars.m_action_index), animate_per);
                }

                m_anim_state_vars.m_prev_action_index = m_anim_state_vars.m_action_index;

                if (force_render)
                {
                    SetupMesh(m_current_letter_action, m_anim_state_vars.m_action_index > 0 ? animation.GetAction(m_anim_state_vars.m_action_index - 1) : null, m_anim_state_vars.m_action_progress, m_progression_variables, animate_per, m_anim_state_vars.m_linear_progress, m_effect_manager_handle);
                }

                if (m_anim_state_vars.m_waiting_to_sync)
                {
                    if (m_current_letter_action.m_action_type == ACTION_TYPE.BREAK)
                    {
                        if (!force_render && m_anim_state_vars.m_break_delay > 0)
                        {
                            m_anim_state_vars.m_break_delay -= delta_time;

                            if (m_anim_state_vars.m_break_delay <= 0)
                            {
                                ContinueAction(timer, animation, animate_per);

                                return(LETTER_ANIMATION_STATE.PLAYING);
                            }
                        }

                        return(LETTER_ANIMATION_STATE.WAITING);
                    }
                    else if (lowest_action_progress < m_anim_state_vars.m_action_index_progress)
                    {
                        return(LETTER_ANIMATION_STATE.PLAYING);
                    }
                    else if (!force_render)
                    {
                        m_anim_state_vars.m_waiting_to_sync = false;

                        // reset timer offset to compensate for the sync-up wait time
                        m_anim_state_vars.m_timer_offset = timer;
                    }
                }
                else if (!force_render && (m_current_letter_action.m_action_type == ACTION_TYPE.BREAK || (!m_anim_state_vars.m_reverse && m_current_letter_action.m_force_same_start_time && lowest_action_progress < m_anim_state_vars.m_action_index_progress)))
                {
                    // Force letter to wait for rest of letters to be in sync
                    m_anim_state_vars.m_waiting_to_sync = true;

                    m_anim_state_vars.m_break_delay = Mathf.Max(m_current_letter_action.m_duration_progression.GetValue(m_progression_variables, animate_per), 0);

                    return(LETTER_ANIMATION_STATE.PLAYING);
                }


                if (force_render)
                {
                    return(m_anim_state_vars.m_active ? LETTER_ANIMATION_STATE.PLAYING : LETTER_ANIMATION_STATE.STOPPED);
                }

                m_anim_state_vars.m_action_progress = 0;
                m_anim_state_vars.m_linear_progress = 0;

                m_action_timer = timer - m_anim_state_vars.m_timer_offset;

                if ((m_anim_state_vars.m_reverse || m_action_timer > m_action_delay))
                {
                    m_anim_state_vars.m_linear_progress = (m_action_timer - (m_anim_state_vars.m_reverse ? 0 : m_action_delay)) / m_action_duration;

                    if (m_anim_state_vars.m_reverse)
                    {
                        if (m_action_timer >= m_action_duration)
                        {
                            m_anim_state_vars.m_linear_progress = 0;
                        }
                        else
                        {
                            m_anim_state_vars.m_linear_progress = 1 - m_anim_state_vars.m_linear_progress;
                        }
                    }


                    if (!m_anim_state_vars.m_started_action)
                    {
                        // Trigger any action onStart audio or particle effects

                        TriggerAudioEffect(animate_per, PLAY_ITEM_EVENTS.ON_START);

                        TriggerParticleEffects(animate_per, PLAY_ITEM_EVENTS.ON_START);

                        m_anim_state_vars.m_started_action = true;
                    }


                    m_anim_state_vars.m_action_progress = EasingManager.GetEaseProgress(m_current_letter_action.m_ease_type, m_anim_state_vars.m_linear_progress);

                    if ((!m_anim_state_vars.m_reverse && m_anim_state_vars.m_linear_progress >= 1) || (m_anim_state_vars.m_reverse && m_action_timer >= m_action_duration + m_action_delay))
                    {
                        m_anim_state_vars.m_action_progress = m_anim_state_vars.m_reverse ? 0 : 1;
                        m_anim_state_vars.m_linear_progress = m_anim_state_vars.m_reverse ? 0 : 1;

                        if (!m_anim_state_vars.m_reverse && m_anim_state_vars.m_action_index != -1)
                        {
                            TriggerParticleEffects(animate_per, PLAY_ITEM_EVENTS.ON_FINISH);

                            TriggerAudioEffect(animate_per, PLAY_ITEM_EVENTS.ON_FINISH);
                        }

                        int   prev_action_idx = m_anim_state_vars.m_action_index;
                        float prev_delay      = m_action_delay;

                        // Set next action index
                        SetNextActionIndex(animation);

                        if (m_anim_state_vars.m_active)
                        {
                            if (!m_anim_state_vars.m_reverse)
                            {
                                m_anim_state_vars.m_started_action = false;
                            }

                            if (!m_anim_state_vars.m_reverse && m_anim_state_vars.m_action_index_progress > m_anim_state_vars.m_action_index)
                            {
                                // Repeating the action again; check for unqiue random variable requests.
                                animation.GetAction(m_anim_state_vars.m_action_index).SoftReset(animation.GetAction(prev_action_idx), m_progression_variables, animate_per, m_anim_state_vars.m_action_index == 0);
                            }
                            else if (m_anim_state_vars.m_reverse)
                            {
                                animation.GetAction(m_anim_state_vars.m_action_index).SoftResetStarts(animation.GetAction(prev_action_idx), m_progression_variables, animate_per);
                            }

                            // Add to the timer offset
                            m_anim_state_vars.m_timer_offset += prev_delay + m_action_duration;

                            if (prev_action_idx != m_anim_state_vars.m_action_index)
                            {
                                UpdateLoopList(animation);
                            }
                            else
                            {
                                SetCurrentLetterAction(animation.GetAction(m_anim_state_vars.m_action_index), animate_per);
                            }
                        }
                    }
                }

                SetupMesh(m_current_letter_action, m_anim_state_vars.m_action_index > 0 ? animation.GetAction(m_anim_state_vars.m_action_index - 1) : null, m_anim_state_vars.m_action_progress, m_progression_variables, animate_per, m_anim_state_vars.m_linear_progress, m_effect_manager_handle);
            }
            else
            {
                // no actions found for this letter. Position letter in its default position
                if (mesh_verts == null || mesh_verts.Length == 0)
                {
                    mesh_verts = new Vector3[4];
                }

                for (int idx = 0; idx < 4; idx++)
                {
                    mesh_verts[idx] = m_base_vertices[idx] + m_base_offset;
                }
                m_mesh.vertices = mesh_verts;

                m_anim_state_vars.m_active = false;
            }

            return(m_anim_state_vars.m_active ? LETTER_ANIMATION_STATE.PLAYING : LETTER_ANIMATION_STATE.STOPPED);
        }
Beispiel #13
0
        void SetNextActionIndex(LetterAnimation animation)
        {
            // based on current active loop list, return the next action index

            // increment action progress count
            m_anim_state_vars.m_action_index_progress++;

            ActionLoopCycle current_loop;

            for (int loop_idx = 0; loop_idx < m_anim_state_vars.m_active_loop_cycles.Count; loop_idx++)
            {
                current_loop = m_anim_state_vars.m_active_loop_cycles[loop_idx];

                if ((current_loop.m_loop_type == LOOP_TYPE.LOOP && m_anim_state_vars.m_action_index == current_loop.m_end_action_idx) ||
                    (current_loop.m_loop_type == LOOP_TYPE.LOOP_REVERSE && ((m_anim_state_vars.m_reverse && m_anim_state_vars.m_action_index == current_loop.m_start_action_idx) || (!m_anim_state_vars.m_reverse && m_anim_state_vars.m_action_index == current_loop.m_end_action_idx)))
                    )
                {
                    // Reached end of loop cycle. Deduct one cycle from loop count.
                    bool end_of_loop_cycle = current_loop.m_loop_type == LOOP_TYPE.LOOP || m_anim_state_vars.m_reverse;

                    if (end_of_loop_cycle)
                    {
                        current_loop.m_number_of_loops--;
                    }

                    // Switch reverse status
                    if (current_loop.m_loop_type == LOOP_TYPE.LOOP_REVERSE)
                    {
                        m_anim_state_vars.m_reverse = !m_anim_state_vars.m_reverse;
                    }

                    current_loop.FirstPass = false;

                    if (end_of_loop_cycle && current_loop.m_number_of_loops == 0)
                    {
                        // loop cycle finished
                        // Remove this loop from active loop list
                        m_anim_state_vars.m_active_loop_cycles.RemoveAt(loop_idx);
                        loop_idx--;

                        if (current_loop.m_loop_type == LOOP_TYPE.LOOP_REVERSE)
                        {
                            // Don't allow anim to progress back through actions, skip to action beyond end of reverse loop
                            m_anim_state_vars.m_action_index = current_loop.m_end_action_idx;
                        }
                    }
                    else
                    {
                        if (current_loop.m_number_of_loops < 0)
                        {
                            current_loop.m_number_of_loops = -1;
                        }

                        // return to the start of this loop again
                        if (current_loop.m_loop_type == LOOP_TYPE.LOOP)
                        {
                            m_anim_state_vars.m_action_index = current_loop.m_start_action_idx;
                        }

                        return;
                    }
                }
                else
                {
                    break;
                }
            }

            m_anim_state_vars.m_action_index += (m_anim_state_vars.m_reverse ? -1 : 1);

            // check for animation reaching end
            if (m_anim_state_vars.m_action_index >= animation.NumActions)
            {
                m_anim_state_vars.m_active       = false;
                m_anim_state_vars.m_action_index = animation.NumActions - 1;
            }

            return;
        }
		public void ImportData(string data, bool force_clear_old_audio_particles = false)
		{
			if(force_clear_old_audio_particles)
				ClearCachedAudioParticleInstances(true);
			
			JSONObject json_data = JSONObject.Parse(data, true);
			
			if(json_data != null)
			{
				
				m_animate_per = (AnimatePerOptions) (int) json_data["m_animate_per"].Number;
				m_display_axis = (TextDisplayAxis) (int) json_data["m_display_axis"].Number;
				
				if(json_data.ContainsKey("m_begin_delay")) m_begin_delay = (float) json_data["m_begin_delay"].Number;
				if(json_data.ContainsKey("m_begin_on_start")) m_begin_on_start = json_data["m_begin_on_start"].Boolean;
				if(json_data.ContainsKey("m_character_size")) m_character_size = (float) json_data["m_character_size"].Number;
				if(json_data.ContainsKey("m_line_height")) m_line_height_factor = (float) json_data["m_line_height"].Number;
				if(json_data.ContainsKey("m_max_width")) m_max_width = (float) json_data["m_max_width"].Number;
				if(json_data.ContainsKey("m_on_finish_action")) m_on_finish_action = (ON_FINISH_ACTION) (int) json_data["m_on_finish_action"].Number;
				if(json_data.ContainsKey("m_px_offset")) m_px_offset = json_data["m_px_offset"].Obj.JSONtoVector2();
	//			if(json_data.ContainsKey("m_text")) m_text = json_data["m_text"].Str;
				if(json_data.ContainsKey("m_text_alignment")) m_text_alignment = (TextAlignment) (int) json_data["m_text_alignment"].Number;
				if(json_data.ContainsKey("m_text_anchor")) m_text_anchor = (TextAnchor) (int) json_data["m_text_anchor"].Number;
				if(json_data.ContainsKey("m_time_type")) m_time_type = (AnimationTime) (int) json_data["m_time_type"].Number;
				
				m_master_animations = new List<LetterAnimation>();
				LetterAnimation letter_anim;
				foreach(JSONValue animation_data in json_data["LETTER_ANIMATIONS_DATA"].Array)
				{
					letter_anim = new LetterAnimation();
					letter_anim.ImportData(animation_data.Obj);
					m_master_animations.Add(letter_anim);
				}
			}
			else
			{
				// Import string is not valid JSON, therefore assuming it is in the legacy data import format.
				this.ImportLegacyData(data);
			}
			
			if(!Application.isPlaying && m_text.Equals(""))
				m_text = "TextFx";
			
			if(!m_text.Equals(""))
				SetText(m_text);

			ResetAnimation();
		}
		void DrawLoopTree(LetterAnimation selected_animation)
		{
			if(font_manager.NumAnimations == 0)
			{
				return;
			}
			
			float main_editor_height = Instance.position.height - WINDOW_BORDER_TOP - WINDOW_BORDER_BOTTOM;
			int num_actions = selected_animation.NumActions;
			float gui_y_offset = WINDOW_BORDER_TOP;
			int action_idx = 0;
			
			gui_y_offset = WINDOW_BORDER_TOP;
			
			// Draw A's
			m_state_node_rects = new Rect[num_actions];
			
			EditorGUI.LabelField(new Rect(state_overview_x, gui_y_offset, 100, LINE_HEIGHT*2), "Loops [" + selected_animation.NumLoops + "]", EditorStyles.boldLabel);
			gui_y_offset += LINE_HEIGHT*2;
			
			if(GUI.Button(new Rect(state_overview_x, gui_y_offset, 60, LINE_HEIGHT), new GUIContent(m_display_loops_tree ? "Hide" : "Show", (m_display_loops_tree ? "Hide" : "Show") + " the loops setup menu.")))
			{
				m_display_loops_tree = !m_display_loops_tree;
			}
			gui_y_offset += LINE_HEIGHT * 2;
			
			
			LOOP_SCROLL_POS = GUI.BeginScrollView(
				new Rect(state_overview_x, gui_y_offset, MainEditorX - state_overview_x - 14, main_editor_height - (gui_y_offset - WINDOW_BORDER_TOP)),
				LOOP_SCROLL_POS,
				new Rect(0,0, MainEditorX - 35, selected_animation.NumActions * ACTION_NODE_SPACING)
			);
			
			gui_y_offset = 0;
			
			for(action_idx = 0; action_idx < selected_animation.NumActions; action_idx++)
			{
				GUI.Label(new Rect(20, gui_y_offset, 40, 20), "A" + action_idx, EditorStyles.boldLabel);
				
				if(m_display_loops_tree)
				{
					m_state_node_rects[action_idx] = new Rect(20 - ACTION_NODE_MARGIN, gui_y_offset - ACTION_NODE_MARGIN, 20 + (2 * ACTION_NODE_MARGIN), 20 + (2 * ACTION_NODE_MARGIN));
				}
				
				gui_y_offset += ACTION_NODE_SPACING;
			}
			
			
			if(m_display_loops_tree)
			{
				// Draw existing loops
				Vector2 point1, point2;
				
				// Draw Loop assignment-in-progress line, triggered by users click and drag on action nodes
				if(m_mouse_down_node_idx >= 0)
				{
					DrawLine(m_mouse_down_pos, new Vector2(m_mouse_down_pos.x, m_mouse_drag_pos.y), Color.gray, 3);
				}
				
				state_overview_width = 0;
				
				int num_loops = selected_animation.NumLoops;
				GUIStyle my_style = EditorStyles.miniButton;
				my_style.alignment = TextAnchor.MiddleLeft;
				my_style.normal.textColor = Color.black;
				
				
				// Loop through loop list, drawing loop line representations on loop timeline and adding loop list entries
				float loops_list_x;
				ActionLoopCycle loop_cycle;
				int last_span_width = -1;
				int indent_num = 0;
				float line_offset_x = 0;
				float loop_list_line_y = 0;
				
				GUI.SetNextControlName ("LoopsTitle");
				
				// Display loop list header
				EditorGUI.LabelField(new Rect(loop_tree_width + 60, loop_list_line_y, 100, LINE_HEIGHT), "Active Loops", EditorStyles.boldLabel);
				loop_list_line_y += LINE_HEIGHT;
				
				EditorGUI.LabelField(new Rect(loop_tree_width + 52, loop_list_line_y, 30, LINE_HEIGHT), new GUIContent("From","The index of the action to start this loop."), EditorStyles.miniBoldLabel);
				EditorGUI.LabelField(new Rect(loop_tree_width + 87, loop_list_line_y, 20, LINE_HEIGHT), new GUIContent("To", "The index of the action to end this loop."), EditorStyles.miniBoldLabel);
				EditorGUI.LabelField(new Rect(loop_tree_width + 110, loop_list_line_y, 42, LINE_HEIGHT), new GUIContent("#Loops", "The number of times to run through this loop. Enter zero to run loop infinitely."), EditorStyles.miniBoldLabel);
				EditorGUI.LabelField(new Rect(loop_tree_width + 190, loop_list_line_y, 40, LINE_HEIGHT), new GUIContent("Type", "The type/behaviour of this loop."), EditorStyles.miniBoldLabel);
				EditorGUI.LabelField(new Rect(loop_tree_width + 262, loop_list_line_y, 70, LINE_HEIGHT), new GUIContent("DFO [?]", "'Delay First Only' - Letter action delays (non-constant) will only be applied for the first forward pass through the loop. This stops the letters getting more and more out of sequence with every loop interation."), EditorStyles.miniBoldLabel);
				loop_list_line_y += LINE_HEIGHT;
				
				
				for(int loop_idx=0; loop_idx < num_loops; loop_idx++)
				{
					loop_cycle = selected_animation.GetLoop(loop_idx);
					
					if(last_span_width == -1)
					{
						last_span_width = loop_cycle.SpanWidth;
					}
					
					// Check for invalid loops
					if(loop_cycle.m_start_action_idx >= num_actions || loop_cycle.m_end_action_idx >= num_actions)
					{
						// invalid loop. Delete it.
						selected_animation.RemoveLoop(loop_idx);
						loop_idx--;
						num_loops--;
						continue;
					}
					
					// Represent loop as a line on the Action timeline
					if(last_span_width != loop_cycle.SpanWidth)
					{
						last_span_width = loop_cycle.SpanWidth;
						indent_num++;
					}
					
					line_offset_x = 20 + (indent_num * LOOP_LINE_OFFSET);
					
					if(loop_cycle.m_start_action_idx != loop_cycle.m_end_action_idx)
					{
						point1 = m_state_node_rects[loop_cycle.m_start_action_idx].center + new Vector2(line_offset_x, 0);
						point2 = m_state_node_rects[loop_cycle.m_end_action_idx].center + new Vector2(line_offset_x, 0);
						
						DrawLine(point1, point2, loop_cycle.m_loop_type == LOOP_TYPE.LOOP ? LOOP_COLOUR : LOOP_REVERSE_COLOUR, 2);
						
						DrawLine(point1 + new Vector2(0, -2), point1 + new Vector2(0, 2), loop_cycle.m_loop_type == LOOP_TYPE.LOOP ? LOOP_COLOUR : LOOP_REVERSE_COLOUR, 6);
						DrawLine(point2 + new Vector2(0, -2), point2 + new Vector2(0, 2), loop_cycle.m_loop_type == LOOP_TYPE.LOOP ? LOOP_COLOUR : LOOP_REVERSE_COLOUR, 6);
					}
					else
					{
						point1 = m_state_node_rects[loop_cycle.m_start_action_idx].center + new Vector2(line_offset_x, -2);
						point2 = m_state_node_rects[loop_cycle.m_end_action_idx].center + new Vector2(line_offset_x, 2);
						
						DrawLine(point1, point2, loop_cycle.m_loop_type == LOOP_TYPE.LOOP ? LOOP_COLOUR : LOOP_REVERSE_COLOUR, 6);
					}
					
					// Display loop number
					my_style.normal.textColor = loop_cycle.m_loop_type == LOOP_TYPE.LOOP ? LOOP_COLOUR : LOOP_REVERSE_COLOUR;
					EditorGUI.LabelField(new Rect(point1.x, (point1.y + point2.y) / 2 - 10, loop_cycle.m_number_of_loops > 9 ? 30 : 20, 20),  loop_cycle.m_number_of_loops <= 0 ? "~" : "" + loop_cycle.m_number_of_loops, my_style); //EditorStyles.miniButton);
					
					
					// Display list view of loop cycle
					loops_list_x = loop_tree_width;
					EditorGUI.LabelField(new Rect(loops_list_x, loop_list_line_y, 100, LINE_HEIGHT), "Loop " + (loop_idx+1));
					loops_list_x += 58;
					EditorGUI.LabelField(new Rect(loops_list_x, loop_list_line_y, 20, LINE_HEIGHT), "" + loop_cycle.m_start_action_idx);
					loops_list_x += 30;
					EditorGUI.LabelField(new Rect(loops_list_x, loop_list_line_y, 20, LINE_HEIGHT), "" + loop_cycle.m_end_action_idx);
					loops_list_x += 32;
					loop_cycle.m_number_of_loops = EditorGUI.IntField(new Rect(loops_list_x, loop_list_line_y, 20, LINE_HEIGHT), loop_cycle.m_number_of_loops);
					loops_list_x += 30;
					loop_cycle.m_loop_type = (LOOP_TYPE) EditorGUI.EnumPopup(new Rect(loops_list_x, loop_list_line_y, 110, LINE_HEIGHT), loop_cycle.m_loop_type);
					loops_list_x += 130;
					loop_cycle.m_delay_first_only = EditorGUI.Toggle(new Rect(loops_list_x, loop_list_line_y, 20, LINE_HEIGHT), loop_cycle.m_delay_first_only);
					loops_list_x += 30;
					if(GUI.Button(new Rect(loops_list_x, loop_list_line_y, 24, LINE_HEIGHT), "x"))
					{
						selected_animation.RemoveLoop(loop_idx);
						num_loops--;
						continue;
					}
					
					loop_list_line_y += LINE_HEIGHT;
					
				}
				
				loop_list_line_y += 5;
				
				// "Add new loop" line
				loops_list_x = loop_tree_width;
				EditorGUI.LabelField(new Rect(loops_list_x, loop_list_line_y, 100, LINE_HEIGHT), "New", EditorStyles.boldLabel);
				loops_list_x += 58;
				new_loop_from = EditorGUI.IntField(new Rect(loops_list_x, loop_list_line_y, 20, LINE_HEIGHT), new_loop_from);
				loops_list_x += 30;
				new_loop_to = EditorGUI.IntField(new Rect(loops_list_x, loop_list_line_y, 20, LINE_HEIGHT), new_loop_to);
				loops_list_x += 32;
				if(GUI.Button(new Rect(loops_list_x, loop_list_line_y, 40, LINE_HEIGHT), "Add"))
				{
					selected_animation.AddLoop(new_loop_from, new_loop_to, false);
					font_manager.PrepareAnimationData();
					
					new_loop_from = 0;
					new_loop_to = 0;
					
					// Force keyboard focus loss from any of the loop adding fields.
					GUI.FocusControl("LoopsTitle");
				}
				
				// Set the width of the loop tree segment
				loop_tree_width = (int) line_offset_x + BASE_LOOP_LIST_POSITION_OFFSET;
				
				// Add additional width of loop list menu
				state_overview_width = loop_tree_width + LOOP_LIST_WIDTH;
				
				
				EventType eventType = Event.current.type;
				Vector2 mousePos = Event.current.mousePosition;
				
			    if (eventType == EventType.MouseDown && mousePos.x < MainEditorX)
			    {
					int rect_idx = 0;
					foreach(Rect node_rect in m_state_node_rects)
					{
						if(node_rect.Contains(mousePos))
						{
							m_mouse_down_node_idx= rect_idx;
							m_mouse_down_pos = node_rect.center;
							m_mouse_drag_pos = m_mouse_down_pos;
						}
						
						rect_idx ++;
					}
			    }
				else if(eventType == EventType.MouseDrag)
				{
					if(m_mouse_down_node_idx >= 0)
					{
						m_mouse_drag_pos = mousePos;
						
						Instance.Repaint();
					}
				}
				else if(eventType == EventType.MouseUp)
				{
					if(m_mouse_down_node_idx >= 0 && mousePos.x < MainEditorX)
					{
						int rect_idx = 0;
						foreach(Rect node_rect in m_state_node_rects)
						{
							if(node_rect.Contains(mousePos))
							{
	//							Debug.LogError("you joined : " + m_mouse_down_node_idx + " and " + rect_idx + " with button " + Event.current.button);
								
								int start, end;
								if(m_mouse_down_node_idx < rect_idx)
								{
									start = m_mouse_down_node_idx;
									end = rect_idx;
								}
								else
								{
									start = rect_idx;
									end = m_mouse_down_node_idx;
								}
								
								selected_animation.AddLoop(start, end, Event.current.button == 1);
								font_manager.PrepareAnimationData();
								
								break;
							}
							
							rect_idx ++;
						}
					}
					
					m_mouse_down_node_idx = -1;
					Instance.Repaint();
				}
			}
			else
			{
				state_overview_width = 0;
			}
			
			GUI.EndScrollView();
		}