/// <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; }
/// <summary> /// Executes the UIElement Hide command in realtime. /// </summary> IEnumerator iHide(bool instantAction, bool shouldDisable = true) { float start = Time.realtimeSinceStartup; UIAnimator.StopLoops(RectTransform, LOOP_ANIMATIONS_ID); UIAnimator.Move(RectTransform, useCustomStartAnchoredPosition ? customStartAnchoredPosition : startPosition, outAnimations, StartMoveOut, FinishMoveOut, instantAction, false); UIAnimator.Rotate(RectTransform, startRotation, outAnimations, StartRotateOut, FinishRotateOut, instantAction, false); UIAnimator.Scale(RectTransform, startScale, outAnimations, StartScaleOut, FinishScaleOut, instantAction, false); UIAnimator.Fade(RectTransform, startAlpha, outAnimations, StartFadeOut, FinishFadeOut, instantAction, false); if (shouldDisable) { while (Time.realtimeSinceStartup < start + disableTimeBuffer) { yield return(null); } if (!instantAction) { while (Time.realtimeSinceStartup < start + outAnimations.TotalDuration + disableTimeBuffer) { yield return(null); } } ToggleCanvasAndGraphicRaycaster(false); gameObject.SetActive(false); } else { if (!instantAction) { while (Time.realtimeSinceStartup < start + outAnimations.TotalDuration + disableTimeBuffer) { yield return(null); } } ToggleCanvasAndGraphicRaycaster(false); } cHide = null; }
private IEnumerator ShowEnumerator() { UIAnimator.StopAnimations(RectTransform, ShowBehavior.Animation.AnimationType); //stop any SHOW animations //MOVE Vector3 moveFrom = UIAnimator.GetAnimationMoveFrom(RectTransform, ShowBehavior.Animation, StartPosition); Vector3 moveTo = UIAnimator.GetAnimationMoveTo(RectTransform, ShowBehavior.Animation, StartPosition); if (!ShowBehavior.Animation.Move.Enabled) { ResetPosition(); } UIAnimator.Move(RectTransform, ShowBehavior.Animation, moveFrom, moveTo); //initialize and play the SHOW Move tween //ROTATE Vector3 rotateFrom = UIAnimator.GetAnimationRotateFrom(ShowBehavior.Animation, StartRotation); Vector3 rotateTo = UIAnimator.GetAnimationRotateTo(ShowBehavior.Animation, StartRotation); if (!ShowBehavior.Animation.Rotate.Enabled) { ResetRotation(); } UIAnimator.Rotate(RectTransform, ShowBehavior.Animation, rotateFrom, rotateTo); //initialize and play the SHOW Rotate tween //SCALE Vector3 scaleFrom = UIAnimator.GetAnimationScaleFrom(ShowBehavior.Animation, StartScale); Vector3 scaleTo = UIAnimator.GetAnimationScaleTo(ShowBehavior.Animation, StartScale); if (!ShowBehavior.Animation.Scale.Enabled) { ResetScale(); } UIAnimator.Scale(RectTransform, ShowBehavior.Animation, scaleFrom, scaleTo); //initialize and play the SHOW Scale tween //FADE float fadeFrom = UIAnimator.GetAnimationFadeFrom(ShowBehavior.Animation, StartAlpha); float fadeTo = UIAnimator.GetAnimationFadeTo(ShowBehavior.Animation, StartAlpha); if (!ShowBehavior.Animation.Fade.Enabled) { ResetAlpha(); } UIAnimator.Fade(RectTransform, ShowBehavior.Animation, fadeFrom, fadeTo); //initialize and play the SHOW Fade tween Visibility = VisibilityState.Showing; //update the visibility state float startTime = Time.realtimeSinceStartup; float totalDuration = ShowBehavior.Animation.TotalDuration; float elapsedTime = startTime - Time.realtimeSinceStartup; float startDelay = ShowBehavior.Animation.StartDelay; bool invokedOnStart = false; while (elapsedTime <= totalDuration + 0.1f) //wait for seconds realtime (ignore Unity's Time.Timescale) { elapsedTime = Time.realtimeSinceStartup - startTime; if (!invokedOnStart && elapsedTime > startDelay) { ShowBehavior.onCallback_Start.Invoke(); invokedOnStart = true; } yield return(null); } ShowBehavior.onCallback_Completed.Invoke(); Visibility = VisibilityState.Visible; //update the visibility state m_showCoroutine = null; //clear the coroutine reference }
private IEnumerator HideEnumerator(bool instantAction) { RectTransform.FullScreen(true); Overlay.FullScreen(true); yield return(null); //skip a frame DisableUIInteractions(); UIAnimator.StopAnimations(Container.RectTransform, HideBehavior.Animation.AnimationType); //stop any HIDE animations //MOVE Vector3 moveFrom = UIAnimator.GetAnimationMoveFrom(Container.RectTransform, HideBehavior.Animation, Container.StartPosition); Vector3 moveTo = UIAnimator.GetAnimationMoveTo(Container.RectTransform, HideBehavior.Animation, Container.StartPosition); if (!HideBehavior.Animation.Move.Enabled) { Container.ResetPosition(); } UIAnimator.Move(Container.RectTransform, HideBehavior.Animation, moveFrom, moveTo, instantAction); //initialize and play the HIDE Move tween //ROTATE Vector3 rotateFrom = UIAnimator.GetAnimationRotateFrom(HideBehavior.Animation, Container.StartRotation); Vector3 rotateTo = UIAnimator.GetAnimationRotateTo(HideBehavior.Animation, Container.StartRotation); if (!HideBehavior.Animation.Rotate.Enabled) { Container.ResetRotation(); } UIAnimator.Rotate(Container.RectTransform, HideBehavior.Animation, rotateFrom, rotateTo, instantAction); //initialize and play the HIDE Rotate tween //SCALE Vector3 scaleFrom = UIAnimator.GetAnimationScaleFrom(HideBehavior.Animation, Container.StartScale); Vector3 scaleTo = UIAnimator.GetAnimationScaleTo(HideBehavior.Animation, Container.StartScale); if (!HideBehavior.Animation.Scale.Enabled) { Container.ResetScale(); } UIAnimator.Scale(Container.RectTransform, HideBehavior.Animation, scaleFrom, scaleTo, instantAction); //initialize and play the HIDE Scale tween //FADE float fadeFrom = UIAnimator.GetAnimationFadeFrom(HideBehavior.Animation, Container.StartAlpha); float fadeTo = UIAnimator.GetAnimationFadeTo(HideBehavior.Animation, Container.StartAlpha); if (!HideBehavior.Animation.Fade.Enabled) { Container.ResetAlpha(); } UIAnimator.Fade(Container.RectTransform, HideBehavior.Animation, fadeFrom, fadeTo, instantAction); //initialize and play the HIDE Fade tween StartCoroutine(ExecuteHideDeselectButtonEnumerator()); Visibility = VisibilityState.Hiding; //update the visibility state HideBehavior.OnStart.Invoke(gameObject, !instantAction, !instantAction); NotifySystemOfTriggeredBehavior(AnimationType.Hide); //send the global events float startTime = Time.realtimeSinceStartup; if (!instantAction) //wait for the animation to finish { // yield return new WaitForSecondsRealtime(HideBehavior.Animation.TotalDuration + UIViewSettings.DISABLE_WHEN_HIDDEN_TIME_BUFFER); //wait for seconds realtime (ignore Unity's Time.Timescale) float totalDuration = HideBehavior.Animation.TotalDuration; float elapsedTime = startTime - Time.realtimeSinceStartup; while (elapsedTime <= totalDuration) //wait for seconds realtime (ignore Unity's Time.Timescale) { elapsedTime = Time.realtimeSinceStartup - startTime; VisibilityProgress = 1 - elapsedTime / totalDuration; //operation is reversed in hide than in show yield return(null); } yield return(new WaitForSecondsRealtime(UIPopupSettings.DISABLE_WHEN_HIDDEN_TIME_BUFFER)); //wait for seconds realtime (ignore Unity's Time.Timescale) } HideBehavior.OnFinished.Invoke(gameObject, !instantAction, !instantAction); Visibility = VisibilityState.NotVisible; //update the visibility state if (VisiblePopups.Contains(this)) { VisiblePopups.Remove(this); } Container.Disable(); //disable the gameobject, canvas and graphic raycaster - if their disable options are set to true Overlay.Disable(); m_hideCoroutine = null; //clear the coroutine reference EnableUIInteractions(); RemoveHiddenFromVisiblePopups(); if (!m_initialized) { m_initialized = true; yield break; } UIPopupManager.RemoveFromQueue(this); if (!DestroyAfterHide) { yield break; } Destroy(gameObject); }
private IEnumerator ShowEnumerator(bool instantAction) { RectTransform.FullScreen(true); Overlay.FullScreen(true); yield return(null); //skip a frame DisableUIInteractions(); UIAnimator.StopAnimations(Container.RectTransform, ShowBehavior.Animation.AnimationType); //stop any SHOW animations Container.Enable(); //enable the gameobject, canvas and graphic raycaster Overlay.Enable(); //MOVE Vector3 moveFrom = UIAnimator.GetAnimationMoveFrom(Container.RectTransform, ShowBehavior.Animation, Container.StartPosition); Vector3 moveTo = UIAnimator.GetAnimationMoveTo(Container.RectTransform, ShowBehavior.Animation, Container.StartPosition); if (!ShowBehavior.Animation.Move.Enabled) { Container.ResetPosition(); } UIAnimator.Move(Container.RectTransform, ShowBehavior.Animation, moveFrom, moveTo, instantAction); //initialize and play the SHOW Move tween //ROTATE Vector3 rotateFrom = UIAnimator.GetAnimationRotateFrom(ShowBehavior.Animation, Container.StartRotation); Vector3 rotateTo = UIAnimator.GetAnimationRotateTo(ShowBehavior.Animation, Container.StartRotation); if (!ShowBehavior.Animation.Rotate.Enabled) { Container.ResetRotation(); } UIAnimator.Rotate(Container.RectTransform, ShowBehavior.Animation, rotateFrom, rotateTo, instantAction); //initialize and play the SHOW Rotate tween //SCALE Vector3 scaleFrom = UIAnimator.GetAnimationScaleFrom(ShowBehavior.Animation, Container.StartScale); Vector3 scaleTo = UIAnimator.GetAnimationScaleTo(ShowBehavior.Animation, Container.StartScale); if (!ShowBehavior.Animation.Scale.Enabled) { Container.ResetScale(); } UIAnimator.Scale(Container.RectTransform, ShowBehavior.Animation, scaleFrom, scaleTo, instantAction); //initialize and play the SHOW Scale tween //FADE float fadeFrom = UIAnimator.GetAnimationFadeFrom(ShowBehavior.Animation, Container.StartAlpha); float fadeTo = UIAnimator.GetAnimationFadeTo(ShowBehavior.Animation, Container.StartAlpha); if (!ShowBehavior.Animation.Fade.Enabled) { Container.ResetAlpha(); } UIAnimator.Fade(Container.RectTransform, ShowBehavior.Animation, fadeFrom, fadeTo, instantAction); //initialize and play the SHOW Fade tween Visibility = VisibilityState.Showing; //update the visibility state if (!VisiblePopups.Contains(this)) { VisiblePopups.Add(this); } ShowBehavior.OnStart.Invoke(gameObject, !instantAction, !instantAction); NotifySystemOfTriggeredBehavior(AnimationType.Show); //send the global events if (HideProgressor != null) { HideProgressor.SetValue(0f); } float startTime = Time.realtimeSinceStartup; if (!instantAction) //wait for the animation to finish { // yield return new WaitForSecondsRealtime(ShowBehavior.Animation.TotalDuration); float totalDuration = ShowBehavior.Animation.TotalDuration; float elapsedTime = startTime - Time.realtimeSinceStartup; while (elapsedTime <= totalDuration) //wait for seconds realtime (ignore Unity's Time.Timescale) { elapsedTime = Time.realtimeSinceStartup - startTime; VisibilityProgress = elapsedTime / totalDuration; yield return(null); } } ShowBehavior.OnFinished.Invoke(gameObject, !instantAction, !instantAction); Visibility = VisibilityState.Visible; //update the visibility state if (!VisiblePopups.Contains(this)) { VisiblePopups.Add(this); } if (AutoHideAfterShow) { Hide(AutoHideAfterShowDelay); } StartCoroutine(ExecuteShowSelectDeselectButtonEnumerator()); //select the selectedButton m_showCoroutine = null; //clear the coroutine reference EnableUIInteractions(); RemoveHiddenFromVisiblePopups(); }