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); } } } }
public void Reset(LetterAnimation animation) { m_anim_state_vars.Reset(); if (animation.NumLoops > 0) { 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()); } } } }
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 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); } }
// 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); }
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(); }