AxibugEmuOnline/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UITransitionEffect.cs
ALIENJACK\alien 41e415dc46 调整目录结构
XMB UI控件迭代
2024-08-16 14:45:44 +08:00

357 lines
8.5 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Serialization;
namespace Coffee.UIExtensions
{
/// <summary>
/// Transition effect.
/// </summary>
[AddComponentMenu("UI/UIEffect/UITransitionEffect", 5)]
public class UITransitionEffect : UIEffectBase
{
//################################
// Constant or Static Members.
//################################
public const string shaderName = "UI/Hidden/UI-Effect-Transition";
static readonly ParameterTexture _ptex = new ParameterTexture(8, 128, "_ParamTex");
/// <summary>
/// Effect mode.
/// </summary>
public enum EffectMode
{
Fade = 1,
Cutoff = 2,
Dissolve = 3,
}
//################################
// Serialize Members.
//################################
[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 = 1;
[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 graphic's raycast target on hidden.")]
[SerializeField] bool m_PassRayOnHidden;
[Header("Effect Player")]
[SerializeField] EffectPlayer m_Player;
//################################
// Public Members.
//################################
/// <summary>
/// Effect factor between 0(no effect) and 1(complete effect).
/// </summary>
public float effectFactor
{
get { return m_EffectFactor; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_EffectFactor, value))
{
m_EffectFactor = value;
SetDirty();
}
}
}
/// <summary>
/// Transition texture.
/// </summary>
public Texture transitionTexture
{
get { return m_TransitionTexture; }
set
{
if (m_TransitionTexture != value)
{
m_TransitionTexture = value;
if (graphic)
{
ModifyMaterial();
}
}
}
}
/// <summary>
/// Effect mode.
/// </summary>
public EffectMode effectMode { get { return m_EffectMode; } }
/// <summary>
/// Keep aspect ratio.
/// </summary>
public bool keepAspectRatio
{
get { return m_KeepAspectRatio; }
set
{
if (m_KeepAspectRatio != value)
{
m_KeepAspectRatio = value;
targetGraphic.SetVerticesDirty();
}
}
}
/// <summary>
/// Gets the parameter texture.
/// </summary>
public override ParameterTexture ptex { get { return _ptex; } }
/// <summary>
/// Dissolve edge width.
/// </summary>
public float dissolveWidth
{
get { return m_DissolveWidth; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_DissolveWidth, value))
{
m_DissolveWidth = value;
SetDirty();
}
}
}
/// <summary>
/// Dissolve edge softness.
/// </summary>
public float dissolveSoftness
{
get { return m_DissolveSoftness; }
set
{
value = Mathf.Clamp(value, 0, 1);
if (!Mathf.Approximately(m_DissolveSoftness, value))
{
m_DissolveSoftness = value;
SetDirty();
}
}
}
/// <summary>
/// Dissolve edge color.
/// </summary>
public Color dissolveColor
{
get { return m_DissolveColor; }
set
{
if (m_DissolveColor != value)
{
m_DissolveColor = value;
SetDirty();
}
}
}
/// <summary>
/// Duration for showing/hiding.
/// </summary>
public float duration { get { return _player.duration; } set { _player.duration = Mathf.Max(value, 0.1f); } }
/// <summary>
/// Disable graphic's raycast target on hidden.
/// </summary>
public bool passRayOnHidden { get { return m_PassRayOnHidden; } set { m_PassRayOnHidden = value; } }
/// <summary>
/// Update mode for showing/hiding.
/// </summary>
public AnimatorUpdateMode updateMode { get { return _player.updateMode; } set { _player.updateMode = value; } }
/// <summary>
/// Show transition.
/// </summary>
public void Show(bool reset = true)
{
_player.loop = false;
_player.Play(reset, f => effectFactor = f);
}
/// <summary>
/// Hide transition.
/// </summary>
public void Hide(bool reset = true)
{
_player.loop = false;
_player.Play(reset, f => effectFactor = 1 - f);
}
/// <summary>
/// Modifies the material.
/// </summary>
public override void ModifyMaterial()
{
if (isTMPro)
{
return;
}
ulong hash = (m_TransitionTexture ? (uint)m_TransitionTexture.GetInstanceID() : 0) + ((ulong)2 << 32) + ((ulong)m_EffectMode << 36);
if (_materialCache != null && (_materialCache.hash != hash || !isActiveAndEnabled || !m_EffectMaterial))
{
MaterialCache.Unregister(_materialCache);
_materialCache = null;
}
if (!isActiveAndEnabled || !m_EffectMaterial)
{
material = null;
}
else if (!m_TransitionTexture)
{
material = m_EffectMaterial;
}
else if (_materialCache != null && _materialCache.hash == hash)
{
material = _materialCache.material;
}
else
{
_materialCache = MaterialCache.Register(hash, m_TransitionTexture, () =>
{
var mat = new Material(m_EffectMaterial);
mat.name += "_" + m_TransitionTexture.name;
mat.SetTexture("_NoiseTex", m_TransitionTexture);
return mat;
});
material = _materialCache.material;
}
}
/// <summary>
/// Modifies the mesh.
/// </summary>
public override void ModifyMesh(VertexHelper vh)
{
if (!isActiveAndEnabled)
{
return;
}
bool isText = isTMPro || graphic is Text;
float normalizedIndex = ptex.GetNormalizedIndex (this);
// rect.
var tex = transitionTexture;
var aspectRatio = m_KeepAspectRatio && tex ? ((float)tex.width) / tex.height : -1;
Rect rect = m_EffectArea.GetEffectArea (vh, rectTransform.rect, aspectRatio);
// Set prameters to vertex.
UIVertex vertex = default(UIVertex);
float x, y;
int count = vh.currentVertCount;
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vertex, i);
m_EffectArea.GetPositionFactor (i, rect, vertex.position, isText, isTMPro, 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);
}
}
//################################
// Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_player.OnEnable(null);
_player.loop = false;
}
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable()
{
base.OnDisable ();
MaterialCache.Unregister(_materialCache);
_materialCache = null;
_player.OnDisable();
}
protected override void SetDirty()
{
foreach (var m in materials)
{
ptex.RegisterMaterial (m);
}
ptex.SetData(this, 0, m_EffectFactor); // param1.x : effect factor
if (m_EffectMode == EffectMode.Dissolve)
{
ptex.SetData(this, 1, m_DissolveWidth); // param1.y : width
ptex.SetData(this, 2, m_DissolveSoftness); // param1.z : softness
ptex.SetData(this, 4, m_DissolveColor.r); // param2.x : red
ptex.SetData(this, 5, m_DissolveColor.g); // param2.y : green
ptex.SetData(this, 6, m_DissolveColor.b); // param2.z : blue
}
// Disable graphic's raycastTarget on hidden.
if (m_PassRayOnHidden)
{
targetGraphic.raycastTarget = 0 < m_EffectFactor;
}
}
#if UNITY_EDITOR
/// <summary>
/// Gets the material.
/// </summary>
/// <returns>The material.</returns>
protected override Material GetMaterial()
{
return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode);
}
#endif
//################################
// Private Members.
//################################
MaterialCache _materialCache = null;
EffectPlayer _player{ get { return m_Player ?? (m_Player = new EffectPlayer()); } }
}
}