Files
Continentis/Assets/OtherPlugins/Feel/MMFeedbacks/MMFeedbacks/Feedbacks/MMF_SpriteRendererAlpha.cs
SoulliesOfficial 61a397dd4c MOD!
2025-10-23 00:49:44 -04:00

297 lines
10 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you change the color of a target sprite renderer over time, and flip it on X or Y. You can also use it to command one or many MMSpriteRendererShakers.
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback will let you change the alpha of a target sprite renderer over time.")]
[MovedFrom(false, null, "MoreMountains.Feedbacks")]
[FeedbackPath("Renderer/SpriteRenderer Alpha")]
public class MMF_SpriteRendererAlpha : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.RendererColor; } }
public override bool EvaluateRequiresSetup() => (BoundSpriteRenderer == null);
public override string RequiredTargetText => BoundSpriteRenderer != null ? BoundSpriteRenderer.name : "";
public override string RequiresSetupText => "This feedback requires that a BoundSpriteRenderer be set to be able to work properly. You can set one below.";
#endif
/// the duration of this feedback is the duration of the sprite renderer, or 0 if instant
public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { Duration = value; } }
public override bool HasChannel => true;
public override bool HasRandomness => true;
public override bool HasAutomatedTargetAcquisition => true;
protected override void AutomateTargetAcquisition() => BoundSpriteRenderer = FindAutomatedTarget<SpriteRenderer>();
/// the possible modes for this feedback
public enum Modes { OverTime, Instant, ToDestinationAlpha, ToDestinationAlphaAndBack }
/// the different ways to grab initial color
public enum InitialAlphaModes { InitialAlphaOnInit, InitialAlphaOnPlay }
[MMFInspectorGroup("Sprite Renderer", true, 51, true)]
/// the SpriteRenderer to affect when playing the feedback
[Tooltip("the SpriteRenderer to affect when playing the feedback")]
public SpriteRenderer BoundSpriteRenderer;
/// whether the feedback should affect the sprite renderer instantly or over a period of time
[Tooltip("whether the feedback should affect the sprite renderer instantly or over a period of time")]
public Modes Mode = Modes.OverTime;
/// how long the sprite renderer should change over time
[Tooltip("how long the sprite renderer should change over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ToDestinationAlpha, (int)Modes.ToDestinationAlphaAndBack)]
public float Duration = 0.2f;
/// whether or not that sprite renderer should be turned off on start
[Tooltip("whether or not that sprite renderer should be turned off on start")]
public bool StartsOff = false;
/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
public bool AllowAdditivePlays = false;
/// whether to grab the initial color to (potentially) go back to at init or when the feedback plays
[Tooltip("whether to grab the initial color to (potentially) go back to at init or when the feedback plays")]
public InitialAlphaModes InitialAlphaMode = InitialAlphaModes.InitialAlphaOnPlay;
/// the alpha to apply to the sprite renderer over time
[Tooltip("the alpha to apply to the sprite renderer over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime)]
public AnimationCurve AlphaOverTime = new AnimationCurve(new Keyframe(0, 0f), new Keyframe(1, 1f));
/// the alpha to move to in instant mode
[Tooltip("the alpha to move to in instant mode")]
[MMFEnumCondition("Mode", (int)Modes.Instant)]
public float InstantAlpha;
/// the alpha to move to in ToDestinationAlpha mode
[Tooltip("the alpha to move to in ToDestinationAlpha mode")]
[MMFEnumCondition("Mode", (int)Modes.ToDestinationAlpha, (int)Modes.ToDestinationAlphaAndBack)]
public float ToDestinationAlpha = 0.5f;
/// the curve on which to tween in ToDestinationAlpha modes
[Tooltip("the curve on which to tween in ToDestinationAlpha modes")]
[MMFEnumCondition("Mode", (int)Modes.ToDestinationAlpha, (int)Modes.ToDestinationAlphaAndBack)]
public AnimationCurve ToDestinationAlphaCurve = new AnimationCurve(new Keyframe(0, 0f), new Keyframe(1, 1f));
protected Coroutine _coroutine;
protected float _initialAlpha;
/// <summary>
/// On init we turn the sprite renderer off if needed
/// </summary>
/// <param name="owner"></param>
protected override void CustomInitialization(MMF_Player owner)
{
base.CustomInitialization(owner);
if (Active)
{
if (StartsOff)
{
Turn(false);
}
}
if ((BoundSpriteRenderer != null) && (InitialAlphaMode == InitialAlphaModes.InitialAlphaOnInit))
{
_initialAlpha = BoundSpriteRenderer.color.a;
}
}
/// <summary>
/// On Play we turn our sprite renderer on and start an over time coroutine if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
if (BoundSpriteRenderer == null)
{
Debug.LogWarning("[Sprite Renderer Feedback] The sprite renderer feedback on "+Owner.name+" doesn't have a BoundSpriteRenderer, it won't work. You need to specify one in its inspector.");
return;
}
if (InitialAlphaMode == InitialAlphaModes.InitialAlphaOnPlay)
{
_initialAlpha = BoundSpriteRenderer.color.a;
}
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
Turn(true);
switch (Mode)
{
case Modes.Instant:
float newAlpha = NormalPlayDirection ? InstantAlpha : _initialAlpha;
SetAlpha(newAlpha);
break;
case Modes.OverTime:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
if (_coroutine != null) { Owner.StopCoroutine(_coroutine); }
_coroutine = Owner.StartCoroutine(SpriteRendererSequence());
break;
case Modes.ToDestinationAlpha:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
if (_coroutine != null) { Owner.StopCoroutine(_coroutine); }
_coroutine = Owner.StartCoroutine(SpriteRendererToDestinationSequence(false));
break;
case Modes.ToDestinationAlphaAndBack:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
if (_coroutine != null) { Owner.StopCoroutine(_coroutine); }
_coroutine = Owner.StartCoroutine(SpriteRendererToDestinationSequence(true));
break;
}
}
/// <summary>
/// This coroutine will modify the values on the SpriteRenderer
/// </summary>
/// <returns></returns>
protected virtual IEnumerator SpriteRendererSequence()
{
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
IsPlaying = true;
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
{
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
SetSpriteRendererValues(remappedTime);
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
yield return null;
}
SetSpriteRendererValues(FinalNormalizedTime);
if (StartsOff)
{
Turn(false);
}
_coroutine = null;
IsPlaying = false;
yield return null;
}
/// <summary>
/// This coroutine will modify the values on the SpriteRenderer
/// </summary>
/// <returns></returns>
protected virtual IEnumerator SpriteRendererToDestinationSequence(bool andBack)
{
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
IsPlaying = true;
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
{
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
if (andBack)
{
remappedTime = (remappedTime < 0.5f)
? MMFeedbacksHelpers.Remap(remappedTime, 0f, 0.5f, 0f, 1f)
: MMFeedbacksHelpers.Remap(remappedTime, 0.5f, 1f, 1f, 0f);
}
float curveValue = ToDestinationAlphaCurve.Evaluate(remappedTime);
float newAlpha = MMMaths.Remap(curveValue, 0f, 1f, _initialAlpha, ToDestinationAlpha);
SetAlpha(newAlpha);
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
yield return null;
}
float finalAlpha = andBack ? _initialAlpha : ToDestinationAlpha;
SetAlpha(finalAlpha);
if (StartsOff)
{
Turn(false);
}
_coroutine = null;
IsPlaying = false;
yield return null;
}
/// <summary>
/// Sets the various values on the sprite renderer on a specified time (between 0 and 1)
/// </summary>
/// <param name="time"></param>
protected virtual void SetSpriteRendererValues(float time)
{
float newAlpha = AlphaOverTime.Evaluate(time);
SetAlpha(newAlpha);
}
/// <summary>
/// Stops the transition on stop if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized || (_coroutine == null))
{
return;
}
base.CustomStopFeedback(position, feedbacksIntensity);
Owner.StopCoroutine(_coroutine);
IsPlaying = false;
_coroutine = null;
}
/// <summary>
/// Turns the sprite renderer on or off
/// </summary>
/// <param name="status"></param>
protected virtual void Turn(bool status)
{
BoundSpriteRenderer.gameObject.SetActive(status);
BoundSpriteRenderer.enabled = status;
}
/// <summary>
/// On restore, we restore our initial state
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
if (BoundSpriteRenderer != null)
{
SetAlpha(_initialAlpha);
}
}
protected virtual void SetAlpha(float newAlpha)
{
BoundSpriteRenderer.color = BoundSpriteRenderer.color.MMAlpha(newAlpha);
}
/// <summary>
/// On disable,
/// </summary>
public override void OnDisable()
{
_coroutine = null;
}
}
}