384 lines
No EOL
11 KiB
Lua
384 lines
No EOL
11 KiB
Lua
local CSXUiPlayTimelineAnimation = CS.XUiPlayTimelineAnimation
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local DefaultScale = CS.UnityEngine.Vector3(1, 1, 1)
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local DefaultColor = CS.UnityEngine.Color.white
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local FrontScale = CS.UnityEngine.Vector3(1.02, 1.02, 1)
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local DefaultReverseScale = CS.UnityEngine.Vector3(-1, 1, 1)
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local FrontReverseScale = CS.UnityEngine.Vector3(-1.02, 1.02, 1)
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local BackColor = CS.UnityEngine.Color(0.39, 0.39, 0.39, 1)
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local AnimNameHead = "PanelActor"
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local AnimNames = {
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Enable = "Enable",
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Disable = "Disable",
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NormalToFront = "BlowUpNor",
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NormalToBack = "DarkNor",
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BackToFront = "BlowUp",
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FrontToBack = "Dark",
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}
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local ShowStatus = {
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Normal = 0,
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Back = 1,
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Front = 2,
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Hide = 3,
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}
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local XUiGridMovieActor = XClass(nil, "XUiGridMovieActor")
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function XUiGridMovieActor:Ctor(uiRoot, obj, actorIndex)
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self.UiRoot = uiRoot
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self.ActorIndex = actorIndex
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self.PlayingAnimDic = {}
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local panelActor = {}
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panelActor.Transform = obj.transform
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panelActor.gameObject = obj.gameObject
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XTool.InitUiObject(panelActor)
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self.PanelActor = panelActor
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self.RImgActor = panelActor.RImgActor
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self.RImgFace = panelActor.RImgFace
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self.EffctActor = panelActor.EffctActor
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self.MetearialActor = panelActor.MetearialActor
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self.MeterialFace = panelActor.MeterialFace
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---@type UnityEngine.CanvasGroup
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self.CanvasGroup = panelActor.Transform:GetComponent("CanvasGroup")
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self.Status = ShowStatus.Hide
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panelActor.gameObject:SetActiveEx(false)
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self.RImgFace.gameObject:SetActiveEx(false)
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self.IsReverse = false
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XEventManager.AddEventListener(XEventId.EVENT_MOVIE_UI_DESTROY, self.Destroy, self)
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end
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function XUiGridMovieActor:Destroy()
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self.UiRoot = nil
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self.RImgActor = nil
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self.PanelActor = nil
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self.EffctActor = nil
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self.RImgFace = nil
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self.MetearialActor = nil
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self.MeterialFace = nil
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self.CanvasGroup = nil
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end
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function XUiGridMovieActor:UpdateActor(actorId)
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if self.ActorId == actorId then return end
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self.ActorId = actorId
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self:SetImage()
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self.PanelActor.gameObject:SetActiveEx(true)
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end
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function XUiGridMovieActor:SetImage()
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local rImgActor = self.RImgActor
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if not rImgActor then return end
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local actorId = self.ActorId
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local path = XMovieConfigs.GetActorImgPath(actorId)
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rImgActor:SetRawImage(path, function()
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rImgActor:SetNativeSize()
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end)
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end
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function XUiGridMovieActor:SetImagePos(pos)
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if self.Pos == pos then return end
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local rImgActor = self.RImgActor
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if XTool.UObjIsNil(rImgActor) then return end
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self.Pos = pos
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rImgActor.rectTransform.anchoredPosition3D = pos
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end
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function XUiGridMovieActor:Reverse(isReverse)
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self.IsReverse = isReverse
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end
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function XUiGridMovieActor:GetImagePos()
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return self.Pos
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end
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function XUiGridMovieActor:GetEffectGo()
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return self.EffctActor
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end
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function XUiGridMovieActor:GetEffectParentGo()
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return self.RImgActor.transform
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end
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function XUiGridMovieActor:GetActorId()
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return self.ActorId or 0
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end
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function XUiGridMovieActor:GetFaceId()
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return self.FaceId or 0
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end
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function XUiGridMovieActor:IsHide()
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return self.Status == ShowStatus.Hide
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end
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function XUiGridMovieActor:IsBack()
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return self.Status == ShowStatus.Back
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end
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function XUiGridMovieActor:IsFront()
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return self.Status == ShowStatus.Front
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end
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function XUiGridMovieActor:SetFace(faceId)
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local rImgFace = self.RImgFace
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local actorId = self.ActorId
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if faceId ~= 0 then
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self.FaceId = faceId
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local path = XMovieConfigs.GetActorFaceImgPath(actorId, faceId)
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rImgFace:SetRawImage(path, function()
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rImgFace:SetNativeSize()
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end)
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rImgFace.rectTransform.anchoredPosition = XMovieConfigs.GetActorFacePosVector2(actorId)
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rImgFace.gameObject:SetActiveEx(true)
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else
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rImgFace.gameObject:SetActiveEx(false)
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end
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end
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function XUiGridMovieActor:SetGrayScale(value)
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if self.GrayValue == value then return end
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self.GrayValue = value
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self.MetearialActor:SetGrayScale(value)
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self.MeterialFace:SetGrayScale(value)
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end
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function XUiGridMovieActor:RevertActorPanel()
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local rImgActor = self.RImgActor
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local rImgFace = self.RImgFace
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if XTool.UObjIsNil(rImgActor) then return end
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local alpha = self.CanvasGroup.alpha
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local color = DefaultColor
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local scale = self.IsReverse and DefaultReverseScale or DefaultScale
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local status = self.Status
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if status == ShowStatus.Back then
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color = BackColor
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elseif status == ShowStatus.Front then
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self.PanelActor.Transform:SetAsLastSibling()
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scale = self.IsReverse and FrontReverseScale or FrontScale
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elseif status == ShowStatus.Hide then
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alpha = 0
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self.PanelActor.gameObject:SetActiveEx(false)
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elseif status == ShowStatus.Normal then
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alpha = 1
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end
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self.CanvasGroup.alpha = alpha
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rImgActor.color = color
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rImgFace.color = color
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rImgActor.rectTransform.localScale = scale
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end
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function XUiGridMovieActor:PlayAnimEnable(skipAnim)
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-- 停止播放Disable动画,避免复用actor时Enable和Disable动画同时播放
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self:StopAnimtion(AnimNames.Disable)
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if self.IsUsing then return end
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self.IsUsing = true
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if self.Status == ShowStatus.Normal then return end
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self.Status = ShowStatus.Normal
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self.PanelActor.gameObject:SetActiveEx(true)
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if skipAnim then
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self.CanvasGroup.alpha = 1
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self:RevertActorPanel()
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return
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end
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local anim = self:GetAnim(AnimNames.Enable)
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if not anim then return end
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local sameAnimPlaying = self.PlayingAnimDic[anim]
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if sameAnimPlaying then
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XLog.Error("XUiGridMovieActor:PlayAnimEnable Error:配置错误,不允许连续配置相同index的角色出现")
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return
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end
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anim.gameObject:SetActiveEx(true)
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anim:PlayTimelineAnimation(function()
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XLuaUiManager.SetMask(false)
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self.IsPlayingEnable = nil
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self.PlayingAnimDic[anim] = nil
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self:StopAnimtion(AnimNames.Enable)
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local tmpAnim = self.DelayAnim
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if tmpAnim then
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tmpAnim.gameObject:SetActiveEx(true)
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tmpAnim:PlayTimelineAnimation(function()
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XLuaUiManager.SetMask(false)
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self:StopAnimtion(AnimNames.NormalToFront)
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self:StopAnimtion(AnimNames.NormalToBack)
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self:RevertActorPanel()
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end, function()
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XLuaUiManager.SetMask(true)
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end)
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self.DelayAnim = nil
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else
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self:RevertActorPanel()
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end
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end, function()
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XLuaUiManager.SetMask(true)
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self.IsPlayingEnable = true
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self.PlayingAnimDic[anim] = true
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end,CS.UnityEngine.Playables.DirectorWrapMode.None)
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end
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function XUiGridMovieActor:PlayAnimDisable(skipAnim, cb)
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if not self.IsUsing then return end
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self.IsUsing = nil
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if self.Status == ShowStatus.Hide then return end
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self.Status = ShowStatus.Hide
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if skipAnim then
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self:RevertActorPanel()
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return
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end
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local anim = self:GetAnim(AnimNames.Disable)
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if not anim then return end
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local sameAnimPlaying = self.PlayingAnimDic[anim]
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if sameAnimPlaying then
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XLog.Error("XUiGridMovieActor:PlayAnimEnable Error:配置错误,不允许连续配置相同index的角色消失")
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return
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end
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anim.gameObject:SetActiveEx(true)
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anim:PlayTimelineAnimation(function()
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XLuaUiManager.SetMask(false)
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self:StopAnimtion(AnimNames.Disable)
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self.PlayingAnimDic[anim] = nil
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if cb then
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cb()
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end
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end, function()
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XLuaUiManager.SetMask(true)
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self.PlayingAnimDic[anim] = true
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end,CS.UnityEngine.Playables.DirectorWrapMode.None)
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end
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function XUiGridMovieActor:PlayAnimBack(skipAnim)
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if not self.IsUsing then return end
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if self.Status == ShowStatus.Back then return end
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local anim = self:GetStatusAnim(ShowStatus.Back)
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if not anim then return end
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self.Status = ShowStatus.Back
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if skipAnim then
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self:RevertActorPanel()
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return
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end
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if self.IsPlayingEnable then
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self.DelayAnim = anim
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return
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end
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anim.gameObject:SetActiveEx(true)
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anim:PlayTimelineAnimation(function()
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XLuaUiManager.SetMask(false)
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self:StopAnimtion(AnimNames.NormalToBack)
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self:StopAnimtion(AnimNames.FrontToBack)
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self:RevertActorPanel()
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end, function()
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XLuaUiManager.SetMask(true)
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end,CS.UnityEngine.Playables.DirectorWrapMode.None)
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end
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function XUiGridMovieActor:PlayAnimFront(skipAnim)
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if not self.IsUsing then return end
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if self.Status == ShowStatus.Front then return end
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local anim = self:GetStatusAnim(ShowStatus.Front)
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if not anim then return end
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self.Status = ShowStatus.Front
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if skipAnim then
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self:RevertActorPanel()
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return
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end
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if self.IsPlayingEnable then
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self.DelayAnim = anim
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return
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end
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anim.gameObject:SetActiveEx(true)
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anim:PlayTimelineAnimation(function()
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XLuaUiManager.SetMask(false)
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self:StopAnimtion(AnimNames.NormalToFront)
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self:StopAnimtion(AnimNames.BackToFront)
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self:RevertActorPanel()
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end, function()
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XLuaUiManager.SetMask(true)
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end,CS.UnityEngine.Playables.DirectorWrapMode.None)
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end
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function XUiGridMovieActor:GetStatusAnim(toStatus)
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local anim
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local status = self.Status
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if toStatus == ShowStatus.Back then
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if status == ShowStatus.Normal then
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anim = self:GetAnim(AnimNames.NormalToBack)
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elseif status == ShowStatus.Front then
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anim = self:GetAnim(AnimNames.FrontToBack)
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end
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elseif toStatus == ShowStatus.Front then
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if status == ShowStatus.Normal then
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anim = self:GetAnim(AnimNames.NormalToFront)
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elseif status == ShowStatus.Back then
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anim = self:GetAnim(AnimNames.BackToFront)
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end
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end
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return anim
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end
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function XUiGridMovieActor:PlayFadeAnimation(beginAlpha,endAlpha,duration)
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self.CanvasGroup.alpha = beginAlpha
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self.CanvasGroup:DOFade(endAlpha, duration)
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end
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function XUiGridMovieActor:StopAnimtion(animShortName)
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local anim = self:GetAnim(animShortName)
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if anim then
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local timelineAnimation = anim.transform:GetComponent(typeof(CSXUiPlayTimelineAnimation))
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if timelineAnimation then
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timelineAnimation:Stop(false)
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end
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self.PlayingAnimDic[anim] = nil
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end
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end
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-- 根据动画名称获取动画
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function XUiGridMovieActor:GetAnim(animShortName)
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local animName = AnimNameHead .. tostring(self.ActorIndex) .. animShortName
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local anim = self.UiRoot[animName]
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if anim then
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return anim
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end
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animName = AnimNameHead .. animShortName
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anim = self.PanelActor[animName]
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if anim then
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return anim
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end
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return
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end
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return XUiGridMovieActor |