FiE-Game/Assets/Cinema Director/Cutscene Items/Actor Items/uGUI/TextDegenerationEvent.cs

102 lines
3.2 KiB
C#
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2023-07-26 21:47:00 +02:00
using CinemaDirector.Helpers;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine.UI;
using UnityEngine;
namespace CinemaDirector
{
[CutsceneItemAttribute("uGUI", "Text Remover", CutsceneItemGenre.ActorItem)]
public class TextDegenerationEvent : CinemaActorAction, IRevertable
{
string textValue;
// Options for reverting in editor.
[SerializeField]
private RevertMode editorRevertMode = RevertMode.Revert;
// Options for reverting during runtime.
[SerializeField]
private RevertMode runtimeRevertMode = RevertMode.Revert;
/// <summary>
/// Cache the state of all actors related to this event.
/// </summary>
/// <returns></returns>
public RevertInfo[] CacheState()
{
List<Transform> actors = new List<Transform>(GetActors());
List<RevertInfo> reverts = new List<RevertInfo>();
for (int i = 0; i < actors.Count; i++)
{
Transform go = actors[i];
if (go != null)
{
Text txt = go.GetComponentInChildren<Text>();
if (txt != null)
{
reverts.Add(new RevertInfo(this, txt, "text", txt.text));
}
}
}
return reverts.ToArray();
}
public override void Trigger(GameObject actor)
{
textValue= actor.GetComponentInChildren<Text>().text;
}
public override void SetTime(GameObject actor, float time, float deltaTime)
{
if (actor != null)
if (time > 0 && time <= Duration)
UpdateTime(actor, time, deltaTime);
}
public override void UpdateTime(GameObject actor, float runningTime, float deltaTime)
{
float transition = runningTime / Duration;
int numericalValue;
if (textValue!=null)
{
numericalValue = (int)Mathf.Round(Mathf.Lerp(textValue.Length,0, transition));
actor.GetComponentInChildren<Text>().text = textValue.Substring(0, numericalValue);
#if UNITY_EDITOR
EditorUtility.SetDirty(actor.GetComponentInChildren<Text>());
#endif
}
}
public override void End(GameObject actor)
{
actor.GetComponentInChildren<Text>().text = "";
#if UNITY_EDITOR
EditorUtility.SetDirty(actor.GetComponentInChildren<Text>());
#endif
}
/// <summary>
/// Option for choosing when this Event will Revert to initial state in Editor.
/// </summary>
public RevertMode EditorRevertMode
{
get { return editorRevertMode; }
set { editorRevertMode = value; }
}
/// <summary>
/// Option for choosing when this Event will Revert to initial state in Runtime.
/// </summary>
public RevertMode RuntimeRevertMode
{
get { return runtimeRevertMode; }
set { runtimeRevertMode = value; }
}
}
}