Esempio n. 1
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        /// <summary>
        /// Executes the UIElement Show command in realtime.
        /// </summary>
        IEnumerator iShow(bool instantAction)
        {
            yield return(null);

            if (loopAnimationsArePlaying)
            {
                UIAnimator.StopLoops(RectTransform, LOOP_ANIMATIONS_ID);
            }
            ToggleCanvasAndGraphicRaycaster(true);
            ResetBeforeShow(!inAnimations.move.enabled, !inAnimations.fade.enabled);
            UIAnimator.Move(RectTransform, useCustomStartAnchoredPosition ? customStartAnchoredPosition : startPosition, inAnimations, StartMoveIn, FinishMoveIn, instantAction, false);
            UIAnimator.Rotate(RectTransform, startRotation, inAnimations, StartRotateIn, FinishRotateIn, instantAction, false);
            UIAnimator.Scale(RectTransform, startScale, inAnimations, StartScaleIn, FinishScaleIn, instantAction, false);
            UIAnimator.Fade(RectTransform, startAlpha, inAnimations, StartFadeIn, FinishFadeIn, instantAction, false);
            StartCoroutine(iSetSelectedGameObject());
            if (inAnimations.TotalDuration >= 0 && !instantAction)
            {
                yield return(new WaitForSecondsRealtime(inAnimations.TotalDuration));
            }
            if (childButtons != null && childButtons.Length > 0)
            {
                for (int i = 0; i < childButtons.Length; i++)
                {
                    childButtons[i].ResetAnimations();
                }
            }
            ResetRectTransform();
            PlayLoopAnimations();
            cShow = null;
        }
Esempio n. 2
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        /// <summary>
        /// Hides the element.
        /// </summary>
        /// <param name="instantAction">If set to <c>true</c> it will execute the animations in 0 seconds and with 0 delay</param>
        public void Hide(bool instantAction, bool shouldDisable)
        {
            if (cShow != null)
            {
                isVisible = true;
                StopCoroutine(cShow);
                cShow = null;
            }

            if (!OutAnimationsEnabled)
            {
                Debug.LogWarning("[DoozyUI] [" + name + "] You are trying to HIDE the " + elementName + " UIElement, but you didn't enable any OUT animations. To fix this warning you should enable at least one OUT animation.");
                return;
            }

            if (isVisible)
            {
                if (!instantAction)
                {
                    TriggerOutAnimationsEvents();
                }                                                     //we do this check so that the events are not triggered onEnable when we have startHidden set as true
                UIAnimator.StopAnimations(RectTransform, Anim.AnimationType.In);
                cHide     = StartCoroutine(iHide(instantAction, shouldDisable));
                isVisible = false;
                if (!instantAction)
                {
                    DisableButtonClicks(outAnimations.TotalDuration);
                }
            }
        }
Esempio n. 3
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    /// <summary>
    /// Initializes this instance.
    /// </summary>
    public void Initialize()
    {
        // Initialize text
        m_scoreText.Initialize();
        m_topScoreText.Initialize();
        // Initialize score text positions
        m_scoreContainer.UpdateScreenPosition();

        // Initialize animators
        // Score
        //  State 1: Normal size (during normal play)
        //  State 2: Larger size (when reaching multiples of 50 score or when in results)
        m_scoreAnimator = new UIAnimator(m_scoreText.transform);
        m_scoreAnimator.SetScaleAnimation(Vector3.one * m_scoreTextSize1,
                                          Vector3.one * m_scoreTextSize2);
        m_scoreAnimator.SetAnimSpeed(m_scoreTextAnimSpeed);
        m_scoreAnimator.ResetToState(UIAnimator.UIAnimationState.STATE1);
        // Top score
        //  State 1: Hidden at the left edge of the screen (during normal play)
        //  State 2: Below score text (when in results)
        m_topScoreAnimator = new UIAnimator(m_topScoreText.transform);
        Vector3 state2Pos = m_topScoreText.transform.localPosition;
        Vector3 state1Pos = new Vector3(m_topScoreHiddenPos, state2Pos.y, state2Pos.z);

        m_topScoreAnimator.SetPositionAnimation(state1Pos, state2Pos);
        m_topScoreAnimator.SetAnimateLocal(true);
        m_topScoreAnimator.SetAnimSpeed(m_topScoreTextAnimSpeed);
        m_topScoreAnimator.ResetToState(UIAnimator.UIAnimationState.STATE1);

        // Set the initialized flag
        m_isInitialized = true;
    }
Esempio n. 4
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        /// <summary>
        /// Shows the element.
        /// </summary>
        /// <param name="instantAction">If set to <c>true</c> it will execute the animations in 0 seconds and with 0 delay</param>
        public void Show(bool instantAction)
        {
            if (cHide != null)
            {
                isVisible = false;
                StopCoroutine(cHide);
                cHide = null;
            }

            if (!InAnimationsEnabled)
            {
                Debug.LogWarning("[DoozyUI] [" + name + "] You are trying to SHOW the " + elementName + " UIElement, but you didn't enable any IN animations. To fix this warning you should enable at least one IN animation.");
                return;
            }

            if (isVisible == false)
            {
                TriggerInAnimationsEvents();
                UIAnimator.StopAnimations(RectTransform, Anim.AnimationType.Out);
                cShow     = StartCoroutine(iShow(instantAction));
                isVisible = true;
                if (instantAction == false)
                {
                    DisableButtonClicks(inAnimations.TotalDuration);
                }
                if (disableWhenHidden && containsChildUIElements)
                {
                    StartCoroutine(TriggerShowInTheNextFrame(instantAction));
                }
                ExecuteLayoutFix();
            }
        }
Esempio n. 5
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 /// <summary>
 /// Start this instance.
 /// </summary>
 private void Start()
 {
     m_creditsAnimator = new UIAnimator(this.transform);
     m_creditsAnimator.SetPositionAnimation(m_creditsAnimStartPos.position, m_creditsAnimEndPos.position);
     m_creditsAnimator.SetAnimSpeed(0.1f);
     m_creditsAnimator.AnimateToState2();
 }
 void OnEnable()
 {
     canvasWidth = canvas.GetComponent <RectTransform> ().sizeDelta.x;
     container1  = TemplateContainer.Init(this, 0);
     container2  = TemplateContainer.Init(this, 1);
     anim        = UIAnimator.AttachTo(gameObject);
 }
Esempio n. 7
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    /// <summary>
    /// Initializes this instance.
    /// </summary>
    public void Initialize(System.EventHandler <System.EventArgs> screenshotScreenTouchDelegate)
    {
        // Initialize screenshot screen (giant button)
        m_screenshotScreen.Initialize(screenshotScreenTouchDelegate, UIButton.TriggerType.ON_PRESS);

        // Create animator instances
        m_scaleUpAnimator   = new UIAnimator(m_screenshotImageRoot.transform);
        m_slideAnimator     = new UIAnimator(m_screenshotImageRoot.transform);
        m_scaleDownAnimator = new UIAnimator(m_screenshotImageRoot.transform);
        m_stillShotAnimator = new UIAnimator(m_screenshotImageRoot.transform);

        // Initialize scale animators
        //  State 1: Zero scale (at the start when screenshot is just taken,
        //              and at the end when screenshot is hidden in the share button)
        //  State 2: Normal scale
        m_scaleUpAnimator.SetScaleAnimation(Vector3.zero, Vector3.one * m_animatedScreenshotScale);
        m_scaleUpAnimator.SetAnimTime(m_scaleAnimTime);
        //  [States are the reverse of scale up animator's]
        m_scaleDownAnimator.SetScaleAnimation(Vector3.one * m_animatedScreenshotScale, Vector3.zero);
        m_scaleDownAnimator.SetAnimTime(m_scaleAnimTime);

        // Initialize position and rotation animator
        m_slideAnimator.SetAnimTime(m_slideAnimTime);
        // Start and end values are set when the animation is started

        // Set the initialized flag
        m_isInitialized = true;
    }
Esempio n. 8
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    IEnumerator FadeOutRoutine(FadeCallBack fadeCallBack)
    {
        isFading = true;
        yield return(UIAnimator.Color(coverObj, Vector4.zero, Color.black, fadeSpeed * 2));

        fadeCallBack();
    }
    /// <summary>
    /// Initializes this instance.
    /// </summary>
    public void Initialize(CoinWinAnimator coinWinUI, float initialSpeed, float initialRotSpeed,
                           Vector3 moveDir, float deceleration)
    {
        m_coinWinUI    = coinWinUI;
        m_speed        = initialSpeed;
        m_rotSpeed     = initialRotSpeed;
        m_moveDir      = moveDir;
        m_deceleration = deceleration;

        // Initialize coin animator
        //  State 1: Zero scale
        //  State 2: Normal scale
        m_coinScaleAnimator = new UIAnimator(m_coinSprite.transform);
        m_coinScaleAnimator.SetScaleAnimation(Vector3.zero, m_coinSprite.transform.localScale);
        m_coinScaleAnimator.SetAnimSpeed(m_coinScaleAnimSpeed);

        // Initialize collect animator
        //  State 1: Original scale
        //  State 2: Zero scale
        m_collectAnimator = new UIAnimator(m_collectSprite.transform);
        m_collectAnimator.SetScaleAnimation(m_collectSprite.transform.localScale, Vector3.zero);
        m_collectAnimator.SetAnimSpeed(m_collectAnimSpeed);

        Reset();

        // Start coin scale animation
        m_coinScaleAnimator.AnimateToState2();

        // Set the initialized flag
        m_isInitialized = true;
    }
Esempio n. 10
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        /// <summary>
        /// Shows the element.
        /// </summary>
        /// <param name="instantAction">If set to <c>true</c> it will execute the animations in 0 seconds and with 0 delay</param>
        public void Show(bool instantAction)
        {
            if (outAnimationsCoroutine != null)
            {
                isVisible = false;
                StopCoroutine(outAnimationsCoroutine);
                outAnimationsCoroutine = null;
            }

            if (AreInAnimationsEnabled)
            {
                if (isVisible == false)
                {
                    inAnimationsFinishTime = GetInAnimationsFinishTime();
                    TriggerInAnimationsEvents();
                    UIAnimator.StopOutAnimations(GetRectTransform, GetInitialData);
                    inAnimationsCoroutine = StartCoroutine(InAnimationsEnumerator(instantAction));
                    isVisible             = true;
                    if (instantAction == false)
                    {
                        DisableButtonClicks(inAnimationsFinishTime);
                    }
                    if (disableWhenHidden && containsChildUIElements)
                    {
                        StartCoroutine(TriggerShowInTheNextFrame(instantAction));
                    }
                    ExecuteFixForLayouts();
                }
            }
            else if (AreInAnimationsEnabled == false)
            {
                Debug.LogWarning("[DoozyUI] [" + name + "] You are trying to SHOW the " + elementName + " UIElement, but you didn't enable any IN animations. To fix this warning you should enable at least one IN animation.");
            }
        }
Esempio n. 11
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 void Awake()
 {
     gearScript       = transform.GetComponent <GearPlacer>();
     dimensionManager = transform.GetComponent <DimensionManager>();
     uIAnimator       = GCodeSettings.AddComponent <UIAnimator>();
     colonyJob        = gameObject.AddComponent <AntColonyProgram>();
 }
Esempio n. 12
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        public override void OnDisable()
        {
            base.OnDisable();

            UIAnimator.StopAnimations(RectTransform, AnimationType.Punch);
            UIAnimator.StopAnimations(RectTransform, AnimationType.State);

            StopSelectedLoopAnimation();
            StopNormalLoopAnimation();

            ResetToStartValues();

            OnPointerEnter.Ready = true;
            OnPointerExit.Ready  = true;
            OnPointerUp.Ready    = true;
            OnPointerDown.Ready  = true;
            OnClick.Ready        = true;
            OnDoubleClick.Ready  = true;
            OnLongClick.Ready    = true;
            OnSelected.Ready     = true;
            OnDeselected.Ready   = true;

            if (m_disableButtonCoroutine == null)
            {
                return;
            }
            StopCoroutine(m_disableButtonCoroutine);
            m_disableButtonCoroutine = null;
            EnableButton();
        }
Esempio n. 13
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 /// <summary>
 /// Loads the Loop Animations Preset that is set to load at runtime and performs the inital setup of the loop animations.
 /// </summary>
 /// <param name="forced"></param>
 void InitLoopAnimations(bool forced = false)
 {
     if (loopAnimationsArePlaying)
     {
         return;
     }
     if (loadLoopAnimationsPresetAtRuntime)
     {
         Loop presetLoop = UIAnimatorUtil.GetLoop(loopAnimationsPresetCategoryName, loopAnimationsPresetName);
         if (presetLoop != null)
         {
             bool autoStart = loopAnimations.autoStart;    //save the autoStart setting from the inspector (the value set by the developer)
             loopAnimations           = presetLoop.Copy(); //load the preset settings
             loopAnimations.autoStart = autoStart;         //override the autoStart setting (that the preset came with) so that autoStart is set to the value the developer set it to
         }
     }
     if (loopAnimations == null || !loopAnimations.Enabled)
     {
         return;
     }
     ResetRectTransform();
     UIAnimator.SetupLoops(RectTransform, startPosition, startRotation, startScale, startAlpha, loopAnimations,
                           null, null,
                           null, null,
                           null, null,
                           null, null,
                           LOOP_ANIMATIONS_ID, true, forced);
     if (loopAnimations.autoStart)
     {
         PlayLoopAnimations();
     }
 }
Esempio n. 14
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 /// <summary>
 /// Loads the Loop Animations Preset that is set to load at runtime and performs the inital setup of the loop animations.
 /// </summary>
 /// <param name="forced"></param>
 void InitLoopAnimations(bool forced = false)
 {
     if (loopAnimationsArePlaying)
     {
         return;
     }
     if (loadLoopAnimationsPresetAtRuntime)
     {
         Loop presetLoop = UIAnimatorUtil.GetLoop(loopAnimationsPresetCategoryName, loopAnimationsPresetName);
         if (presetLoop != null)
         {
             loopAnimations = presetLoop.Copy();
         }
     }
     if (loopAnimations == null || !loopAnimations.Enabled)
     {
         return;
     }
     ResetRectTransform();
     UIAnimator.SetupLoops(RectTransform, startPosition, startRotation, startScale, startAlpha, loopAnimations,
                           null, null,
                           null, null,
                           null, null,
                           null, null,
                           LOOP_ANIMATIONS_ID, true, forced);
     if (loopAnimations.autoStart)
     {
         loopAnimationsArePlaying = true;
     }
 }
Esempio n. 15
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    public IEnumerator MoveRoutine(Vector3 _movePos)
    {
        Debug.Log("이동 시작");

        yield return(StartCoroutine(UIAnimator.Move(
                                        gameObject, transform.position, _movePos, 2.0f)));

        // 뒷타일들 벽상태로 만든다
        // ...

        // 타일 인덱스의 이벤트 실행
        Debug.Log("타일 도착");
        DungeonTile.EventState eventState = dcm.GetSpawner().GetTileState(nowIndex);

        Debug.Log("이벤트 감지");
        switch (eventState)
        {
        case DungeonTile.EventState.BATTLE:
            Debug.Log("전투 이벤트");
            break;

        case DungeonTile.EventState.GATHERING:
            Debug.Log("채집 이벤트");
            break;

        case DungeonTile.EventState.TRAP:
            Debug.Log("함정 이벤트");
            break;
        }

        yield break;
    }
Esempio n. 16
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 public void OnManaChange()
 {
     manaText.text = GameManager.Instance.Mana.ToString("00000");
     foreach (var UIAnimator in UIAnimators)
     {
         UIAnimator.OnManaChanged();
     }
 }
Esempio n. 17
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    /// <summary>
    /// Initialize this instance.
    /// </summary>
    public void Initialize()
    {
        m_playAgainButton.Initialize(PlayAgainHandler, UIButton.TriggerType.ON_RELEASE);
        m_mainMenuButton.Initialize(MainMenuHandler, UIButton.TriggerType.ON_RELEASE);
        m_pledgeButton.Initialize(PledgeHandler, UIButton.TriggerType.ON_RELEASE);
        m_promiseButton.Initialize(PromiseHandler, UIButton.TriggerType.ON_RELEASE);
        m_cancelButton.Initialize(CancelHandler, UIButton.TriggerType.ON_RELEASE);

        // TODO: Delegates should not be in Main
        // Button sound delegates
        m_playAgainButton.AddSoundDelegates(Main.Instance.UIButtonPressHandler, Main.Instance.UIButtonReleaseHandler);
        m_mainMenuButton.AddSoundDelegates(Main.Instance.UIButtonPressHandler, Main.Instance.UIButtonReleaseHandler);
        m_pledgeButton.AddSoundDelegates(Main.Instance.UIButtonPressHandler, Main.Instance.UIButtonReleaseHandler);
        m_promiseButton.AddSoundDelegates(Main.Instance.UIButtonPressHandler, Main.Instance.UIButtonReleaseHandler);
        m_cancelButton.AddSoundDelegates(Main.Instance.UIButtonPressHandler, Main.Instance.UIButtonReleaseHandler);

        // Safety Pledge UI Animator
        //  State 1 - hidden in pledge button position
        //  State 2 - normal display
        m_pledgeUIAnimator = new UIAnimator(m_pledgeRoot.transform);
        m_pledgeUIAnimator.SetPositionAnimation(m_pledgeButton.transform.position, m_pledgeRoot.transform.position);
        m_pledgeUIAnimator.SetScaleAnimation(Vector3.zero, m_pledgeRoot.transform.localScale);
        // Overlay UI Animator
        //  State 1 - transparent (invisible)
        //  State 2 - black overlay over the results UI
        m_pledgeOverlayAnimator = new UIAnimator(m_pledgeOverlay);
        m_pledgeOverlayAnimator.SetAlphaAnimation(0.0f, m_pledgeOverlay.color.a);
        // Pledge Thanks Animator
        //	State 1 - hidden in pledge button position
        //	State 2 - normal display
        m_pledgeThanksAnimator = new UIAnimator(m_pledgeThanks.transform);
        m_pledgeThanksAnimator.SetPositionAnimation(m_pledgeButton.transform.position, m_pledgeThanks.transform.position);
        m_pledgeThanksAnimator.SetScaleAnimation(Vector3.zero, m_pledgeThanks.transform.localScale);

        // Set animation speed
        m_pledgeUIAnimator.SetAnimSpeed(m_pledgePopupSpeed);
        m_pledgeOverlayAnimator.SetAnimSpeed(m_pledgePopupSpeed);

        // Start safety pledge UI disabled and "minimized" at the position of the pledge button
        m_pledgeRoot.SetActive(false);
        m_pledgeRoot.transform.position   = m_pledgeButton.transform.position;
        m_pledgeRoot.transform.localScale = Vector3.zero;
        // Start pledge overlay at 0 alpha (transparent)
        m_pledgeOverlay.SetAlpha(0.0f);
        // Start safety pledge UI disabled and "minimized" at the position of the pledge button
        m_pledgeThanks.SetActive(false);
        m_pledgeThanks.transform.position   = m_pledgeButton.transform.position;
        m_pledgeThanks.transform.localScale = Vector3.zero;

        // If player has already pledged, lock pledge button in "pressed" state
        if (Locator.GetGameManager() != null && Locator.GetGameManager().HasPledged)
        {
            LockPledgeButton();
        }

        // Set the initialized flag
        m_isInitialized = true;
    }
Esempio n. 18
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        IEnumerator LoopAnimationsEnumerator()
        {
            yield return(null);

            UIAnimator.DoMoveLoop(moveLoop, GetRectTransform, GetInitialData);
            UIAnimator.DoRotationLoop(rotationLoop, GetRectTransform, GetInitialData);
            UIAnimator.DoScaleLoop(scaleLoop, GetRectTransform, GetInitialData);
            UIAnimator.DoFadeLoop(fadeLoop, GetRectTransform, GetInitialData);
        }
		void OnEnable () {
			canvasWidth = canvas.GetComponent<RectTransform> ().sizeDelta.x;
			container1 = TemplateContainer.Init (this, 0);
			container2 = TemplateContainer.Init (this, 1);
			anim = UIAnimator.AttachTo (gameObject);
		}
	public void Animate (UIAnimator.UIAnimation animation, RectTransform rect=null) {
		Anim.Animate (animation, rect);
	}