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https://github.com/FriendshipIsEpic/FiE-Game.git
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115 lines
No EOL
3.7 KiB
C#
115 lines
No EOL
3.7 KiB
C#
using CinemaDirector.Helpers;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine.UI;
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using UnityEngine;
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namespace CinemaDirector
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{
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[CutsceneItemAttribute("uGUI", "Text Generator", CutsceneItemGenre.ActorItem)]
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public class TextGenerationEvent : CinemaActorAction, IRevertable
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{
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[TextArea(3, 10)]
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public string textValue;
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private string initialTextValue;
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// Options for reverting in editor.
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[SerializeField]
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private RevertMode editorRevertMode = RevertMode.Revert;
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// Options for reverting during runtime.
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[SerializeField]
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private RevertMode runtimeRevertMode = RevertMode.Revert;
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/// <summary>
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/// Cache the state of all actors related to this event.
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/// </summary>
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/// <returns></returns>
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public RevertInfo[] CacheState()
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{
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List<Transform> actors = new List<Transform>(GetActors());
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List<RevertInfo> reverts = new List<RevertInfo>();
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for (int i = 0; i < actors.Count; i++)
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{
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Transform go = actors[i];
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if (go != null)
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{
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Text txt = go.GetComponentInChildren<Text>();
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if (txt != null)
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{
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reverts.Add(new RevertInfo(this, txt, "text", txt.text));
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}
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}
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}
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return reverts.ToArray();
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}
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public override void Trigger(GameObject actor)
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{
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initialTextValue = actor.GetComponentInChildren<Text>().text;
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actor.GetComponentInChildren<Text>().text = "";
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#if UNITY_EDITOR
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EditorUtility.SetDirty(actor.GetComponentInChildren<Text>());
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#endif
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}
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public override void ReverseTrigger(GameObject actor)
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{
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actor.GetComponentInChildren<Text>().text = initialTextValue;
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#if UNITY_EDITOR
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EditorUtility.SetDirty(actor.GetComponentInChildren<Text>());
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#endif
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}
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public override void SetTime(GameObject actor, float time, float deltaTime)
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{
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if (actor != null)
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if (time > 0 && time <= Duration)
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UpdateTime(actor, time, deltaTime);
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}
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public override void UpdateTime(GameObject actor, float runningTime, float deltaTime)
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{
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float transition = runningTime / Duration;
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int numericalValue;
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if (textValue!=null)
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{
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numericalValue = (int)Mathf.Round(Mathf.Lerp(0, textValue.Length, transition));
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actor.GetComponentInChildren<Text>().text = textValue.Substring(0, numericalValue);
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#if UNITY_EDITOR
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EditorUtility.SetDirty(actor.GetComponentInChildren<Text>());
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#endif
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}
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}
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public override void End(GameObject actor)
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{
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actor.GetComponentInChildren<Text>().text= textValue;
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#if UNITY_EDITOR
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EditorUtility.SetDirty(actor.GetComponentInChildren<Text>());
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#endif
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}
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/// <summary>
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/// Option for choosing when this Event will Revert to initial state in Editor.
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/// </summary>
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public RevertMode EditorRevertMode
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{
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get { return editorRevertMode; }
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set { editorRevertMode = value; }
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}
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/// <summary>
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/// Option for choosing when this Event will Revert to initial state in Runtime.
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/// </summary>
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public RevertMode RuntimeRevertMode
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{
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get { return runtimeRevertMode; }
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set { runtimeRevertMode = value; }
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}
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}
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} |