Subversion Repository Public Repository

Nextrek

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
//----------------------------------------------
//            NGUI: Next-Gen UI kit
// Copyright © 2011-2013 Tasharen Entertainment
//----------------------------------------------

using UnityEngine;
using AnimationOrTween;
using System.Collections.Generic;

/// <summary>
/// Play the specified tween on click.
/// </summary>

[ExecuteInEditMode]
[AddComponentMenu("NGUI/Interaction/Play Tween")]
public class UIPlayTween : MonoBehaviour
{
	/// <summary>
	/// Target on which there is one or more tween.
	/// </summary>

	public GameObject tweenTarget;

	/// <summary>
	/// If there are multiple tweens, you can choose which ones get activated by changing their group.
	/// </summary>

	public int tweenGroup = 0;

	/// <summary>
	/// Which event will trigger the tween.
	/// </summary>

	public Trigger trigger = Trigger.OnClick;

	/// <summary>
	/// Direction to tween in.
	/// </summary>

	public Direction playDirection = Direction.Forward;

	/// <summary>
	/// Whether the tween will be reset to the start or end when activated. If not, it will continue from where it currently is.
	/// </summary>

	public bool resetOnPlay = false;

	/// <summary>
	/// Whether the tween will be reset to the start if it's disabled when activated.
	/// </summary>

	public bool resetIfDisabled = false;

	/// <summary>
	/// What to do if the tweenTarget game object is currently disabled.
	/// </summary>

	public EnableCondition ifDisabledOnPlay = EnableCondition.DoNothing;

	/// <summary>
	/// What to do with the tweenTarget after the tween finishes.
	/// </summary>

	public DisableCondition disableWhenFinished = DisableCondition.DoNotDisable;

	/// <summary>
	/// Whether the tweens on the child game objects will be considered.
	/// </summary>

	public bool includeChildren = false;

	/// <summary>
	/// Event delegates called when the animation finishes.
	/// </summary>

	public List<EventDelegate> onFinished = new List<EventDelegate>();

	// Deprecated functionality, kept for backwards compatibility
	[HideInInspector][SerializeField] GameObject eventReceiver;
	[HideInInspector][SerializeField] string callWhenFinished;

	UITweener[] mTweens;
	bool mStarted = false;
	bool mHighlighted = false;
	int mActive = 0;

	void Awake ()
	{
		// Remove deprecated functionality if new one is used
		if (eventReceiver != null && EventDelegate.IsValid(onFinished))
		{
			eventReceiver = null;
			callWhenFinished = null;
#if UNITY_EDITOR
			UnityEditor.EditorUtility.SetDirty(this);
#endif
		}
	}

	void Start()
	{
		mStarted = true;

		if (tweenTarget == null)
		{
			tweenTarget = gameObject;
#if UNITY_EDITOR
			UnityEditor.EditorUtility.SetDirty(this);
#endif
		}
	}

	void OnEnable ()
	{
#if UNITY_EDITOR
		if (!Application.isPlaying) return;
#endif
		if (mStarted && mHighlighted)
			OnHover(UICamera.IsHighlighted(gameObject));
	}

	void OnHover (bool isOver)
	{
		if (enabled)
		{
			if (trigger == Trigger.OnHover ||
				(trigger == Trigger.OnHoverTrue && isOver) ||
				(trigger == Trigger.OnHoverFalse && !isOver))
			{
				Play(isOver);
			}
			mHighlighted = isOver;
		}
	}

	void OnPress (bool isPressed)
	{
		if (enabled)
		{
			if (trigger == Trigger.OnPress ||
				(trigger == Trigger.OnPressTrue && isPressed) ||
				(trigger == Trigger.OnPressFalse && !isPressed))
			{
				Play(isPressed);
			}
		}
	}

	void OnClick ()
	{
		if (enabled && trigger == Trigger.OnClick)
		{
			Play(true);
		}
	}

	void OnDoubleClick ()
	{
		if (enabled && trigger == Trigger.OnDoubleClick)
		{
			Play(true);
		}
	}

	void OnSelect (bool isSelected)
	{
		if (enabled)
		{
			if (trigger == Trigger.OnSelect ||
				(trigger == Trigger.OnSelectTrue && isSelected) ||
				(trigger == Trigger.OnSelectFalse && !isSelected))
			{
				Play(true);
			}
		}
	}

	void OnActivate (bool isActive)
	{
		if (enabled)
		{
			if (trigger == Trigger.OnActivate ||
				(trigger == Trigger.OnActivateTrue && isActive) ||
				(trigger == Trigger.OnActivateFalse && !isActive))
			{
				Play(isActive);
			}
		}
	}

	void Update ()
	{
#if UNITY_EDITOR
		if (!Application.isPlaying) return;
#endif
		if (disableWhenFinished != DisableCondition.DoNotDisable && mTweens != null)
		{
			bool isFinished = true;
			bool properDirection = true;

			for (int i = 0, imax = mTweens.Length; i < imax; ++i)
			{
				UITweener tw = mTweens[i];
				if (tw.tweenGroup != tweenGroup) continue;

				if (tw.enabled)
				{
					isFinished = false;
					break;
				}
				else if ((int)tw.direction != (int)disableWhenFinished)
				{
					properDirection = false;
				}
			}

			if (isFinished)
			{
				if (properDirection) NGUITools.SetActive(tweenTarget, false);
				mTweens = null;
			}
		}
	}

	/// <summary>
	/// Activate the tweeners.
	/// </summary>

	public void Play (bool forward)
	{
		mActive = 0;
		GameObject go = (tweenTarget == null) ? gameObject : tweenTarget;

		if (!NGUITools.GetActive(go))
		{
			// If the object is disabled, don't do anything
			if (ifDisabledOnPlay != EnableCondition.EnableThenPlay) return;

			// Enable the game object before tweening it
			NGUITools.SetActive(go, true);
		}

		// Gather the tweening components
		mTweens = includeChildren ? go.GetComponentsInChildren<UITweener>() : go.GetComponents<UITweener>();

		if (mTweens.Length == 0)
		{
			// No tweeners found -- should we disable the object?
			if (disableWhenFinished != DisableCondition.DoNotDisable)
				NGUITools.SetActive(tweenTarget, false);
		}
		else
		{
			bool activated = false;
			if (playDirection == Direction.Reverse) forward = !forward;

			// Run through all located tween components
			for (int i = 0, imax = mTweens.Length; i < imax; ++i)
			{
				UITweener tw = mTweens[i];

				// If the tweener's group matches, we can work with it
				if (tw.tweenGroup == tweenGroup)
				{
					// Ensure that the game objects are enabled
					if (!activated && !NGUITools.GetActive(go))
					{
						activated = true;
						NGUITools.SetActive(go, true);
					}

					++mActive;

					// Toggle or activate the tween component
					if (playDirection == Direction.Toggle)
					{
						tw.Toggle();
					}
					else
					{
						if (resetOnPlay || (resetIfDisabled && !tw.enabled)) tw.Reset();
						tw.Play(forward);
					}

					// Listen for tween finished messages
					EventDelegate.Add(tw.onFinished, OnFinished, true);
				}
			}
		}
	}

	/// <summary>
	/// Callback triggered when each tween executed by this script finishes.
	/// </summary>

	void OnFinished ()
	{
		if (--mActive == 0)
		{
			EventDelegate.Execute(onFinished);
			
			// Legacy functionality
			if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))
				eventReceiver.SendMessage(callWhenFinished, SendMessageOptions.DontRequireReceiver);

			eventReceiver = null;
		}
	}
}

Commits for Nextrek/SpaceCrew/SpaceCrew/Assets/NGUI/Scripts/Interaction/UIPlayTween.cs

Diff revisions: vs.
Revision Author Commited Message
83 FMMortaroli picture FMMortaroli Tue 13 May, 2014 11:32:51 +0000