using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Serialization;
using System;
namespace Coffee.UIEffects
{
///
/// Transition effect.
///
[AddComponentMenu("UI/UIEffects/UITransitionEffect", 5)]
public class UITransitionEffect : BaseMaterialEffect
{
///
/// Effect mode.
///
public enum EffectMode
{
Fade = 1,
Cutoff = 2,
Dissolve = 3,
}
private const uint k_ShaderId = 5 << 3;
private static readonly int k_TransitionTexId = Shader.PropertyToID("_TransitionTex");
private static readonly ParameterTexture s_ParamTex = new ParameterTexture(8, 128, "_ParamTex");
private bool _lastKeepAspectRatio;
private static Texture _defaultTransitionTexture;
[Tooltip("Effect mode.")] [SerializeField]
EffectMode m_EffectMode = EffectMode.Cutoff;
[Tooltip("Effect factor between 0(hidden) and 1(shown).")] [SerializeField] [Range(0, 1)]
float m_EffectFactor = 0.5f;
[Tooltip("Transition texture (single channel texture).")] [SerializeField]
Texture m_TransitionTexture;
[Header("Advanced Option")] [Tooltip("The area for effect.")] [SerializeField]
EffectArea m_EffectArea = EffectArea.RectTransform;
[Tooltip("Keep effect aspect ratio.")] [SerializeField]
bool m_KeepAspectRatio;
[Tooltip("Dissolve edge width.")] [SerializeField] [Range(0, 1)]
float m_DissolveWidth = 0.5f;
[Tooltip("Dissolve edge softness.")] [SerializeField] [Range(0, 1)]
float m_DissolveSoftness = 0.5f;
[Tooltip("Dissolve edge color.")] [SerializeField] [ColorUsage(false)]
Color m_DissolveColor = new Color(0.0f, 0.25f, 1.0f);
[Tooltip("Disable the graphic's raycast target on hidden.")] [SerializeField]
bool m_PassRayOnHidden;
[Header("Effect Player")] [SerializeField]
EffectPlayer m_Player;
///
/// Effect factor between 0(no effect) and 1(complete effect).
///
public float effectFactor
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (Mathf.Approximately(m_EffectFactor, value)) return;
m_EffectFactor = value;
SetEffectParamsDirty();
}
}
///
/// Transition texture.
///
public Texture transitionTexture
{
get
{
return m_TransitionTexture
? m_TransitionTexture
: defaultTransitionTexture;
}
set
{
if (m_TransitionTexture == value) return;
m_TransitionTexture = value;
SetMaterialDirty();
}
}
private static Texture defaultTransitionTexture
{
get
{
return _defaultTransitionTexture
? _defaultTransitionTexture
: (_defaultTransitionTexture = Resources.Load("Default-Transition"));
}
}
///
/// Effect mode.
///
public EffectMode effectMode
{
get { return m_EffectMode; }
set
{
if (m_EffectMode == value) return;
m_EffectMode = value;
SetMaterialDirty();
}
}
///
/// Keep aspect ratio.
///
public bool keepAspectRatio
{
get { return m_KeepAspectRatio; }
set
{
if (m_KeepAspectRatio == value) return;
m_KeepAspectRatio = value;
SetVerticesDirty();
}
}
///
/// Gets the parameter texture.
///
public override ParameterTexture paramTex
{
get { return s_ParamTex; }
}
///
/// Dissolve edge width.
///
public float dissolveWidth
{
get { return m_DissolveWidth; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (Mathf.Approximately(m_DissolveWidth, value)) return;
m_DissolveWidth = value;
SetEffectParamsDirty();
}
}
///
/// Dissolve edge softness.
///
public float dissolveSoftness
{
get { return m_DissolveSoftness; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (Mathf.Approximately(m_DissolveSoftness, value)) return;
m_DissolveSoftness = value;
SetEffectParamsDirty();
}
}
///
/// Dissolve edge color.
///
public Color dissolveColor
{
get { return m_DissolveColor; }
set
{
if (m_DissolveColor == value) return;
m_DissolveColor = value;
SetEffectParamsDirty();
}
}
///
/// Disable graphic's raycast target on hidden.
///
public bool passRayOnHidden
{
get { return m_PassRayOnHidden; }
set { m_PassRayOnHidden = value; }
}
public EffectPlayer effectPlayer
{
get { return m_Player ?? (m_Player = new EffectPlayer()); }
}
///
/// Show transition.
///
public void Show(bool reset = true)
{
effectPlayer.loop = false;
effectPlayer.Play(reset, f => effectFactor = f);
}
///
/// Hide transition.
///
public void Hide(bool reset = true)
{
effectPlayer.loop = false;
effectPlayer.Play(reset, f => effectFactor = 1 - f);
}
public override Hash128 GetMaterialHash(Material material)
{
if (!isActiveAndEnabled || !material || !material.shader)
return k_InvalidHash;
var shaderVariantId = (uint) ((int) m_EffectMode << 6);
var resourceId = (uint) transitionTexture.GetInstanceID();
return new Hash128(
(uint) material.GetInstanceID(),
k_ShaderId + shaderVariantId,
resourceId,
0
);
}
public override void ModifyMaterial(Material newMaterial, Graphic graphic)
{
var connector = GraphicConnector.FindConnector(graphic);
newMaterial.shader = Shader.Find(string.Format("Hidden/{0} (UITransition)", newMaterial.shader.name));
SetShaderVariants(newMaterial, m_EffectMode);
newMaterial.SetTexture(k_TransitionTexId, transitionTexture);
paramTex.RegisterMaterial(newMaterial);
}
///
/// Modifies the mesh.
///
public override void ModifyMesh(VertexHelper vh, Graphic graphic)
{
if (!isActiveAndEnabled)
{
return;
}
var normalizedIndex = paramTex.GetNormalizedIndex(this);
// rect.
var tex = transitionTexture;
var aspectRatio = m_KeepAspectRatio && tex ? ((float) tex.width) / tex.height : -1;
var rect = m_EffectArea.GetEffectArea(vh, rectTransform.rect, aspectRatio);
// Set parameters to vertex.
var vertex = default(UIVertex);
var count = vh.currentVertCount;
for (var i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vertex, i);
float x;
float y;
connector.GetPositionFactor(m_EffectArea, i, rect, vertex.position, out x, out y);
vertex.uv0 = new Vector2(
Packer.ToFloat(vertex.uv0.x, vertex.uv0.y),
Packer.ToFloat(x, y, normalizedIndex)
);
vh.SetUIVertex(vertex, i);
}
}
///
/// This function is called when the object becomes enabled and active.
///
protected override void OnEnable()
{
base.OnEnable();
effectPlayer.OnEnable(null);
effectPlayer.loop = false;
}
///
/// This function is called when the behaviour becomes disabled () or inactive.
///
protected override void OnDisable()
{
base.OnDisable();
effectPlayer.OnDisable();
}
protected override void SetEffectParamsDirty()
{
paramTex.SetData(this, 0, m_EffectFactor); // param1.x : effect factor
if (m_EffectMode == EffectMode.Dissolve)
{
paramTex.SetData(this, 1, m_DissolveWidth); // param1.y : width
paramTex.SetData(this, 2, m_DissolveSoftness); // param1.z : softness
paramTex.SetData(this, 4, m_DissolveColor.r); // param2.x : red
paramTex.SetData(this, 5, m_DissolveColor.g); // param2.y : green
paramTex.SetData(this, 6, m_DissolveColor.b); // param2.z : blue
}
// Disable graphic's raycastTarget on hidden.
if (m_PassRayOnHidden)
{
graphic.raycastTarget = 0 < m_EffectFactor;
}
}
protected override void SetVerticesDirty()
{
base.SetVerticesDirty();
_lastKeepAspectRatio = m_KeepAspectRatio;
}
protected override void OnDidApplyAnimationProperties()
{
base.OnDidApplyAnimationProperties();
if (_lastKeepAspectRatio != m_KeepAspectRatio)
SetVerticesDirty();
}
}
}