// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
using System.Collections.Generic;
using Doozy.Runtime.Common.Utils;
using Doozy.Runtime.Reactor.Targets;
using Doozy.Runtime.Reactor.Ticker;
using Doozy.Runtime.UIManager.Animators;
using UnityEngine;
// ReSharper disable MemberCanBePrivate.Global
namespace Doozy.Runtime.UIManager.Visual
{
///
/// Specialized visual component used to swap a Sprites for a Reactor Sprite Target by listening to a UIContainer (controller) show/hide commands.
///
[AddComponentMenu("Doozy/UI/Containers/Addons/UIContainer SpriteSwapper")]
public class UIContainerSpriteSwapper : BaseUIContainerAnimator
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("GameObject/Doozy/UI/Containers/Addons/UIContainer SpriteSwapper", false, 8)]
private static void CreateComponent(UnityEditor.MenuCommand menuCommand)
{
GameObjectUtils.AddToScene("UIContainer SpriteSwapper", false, true);
}
#endif
[SerializeField] private ReactorSpriteTarget SpriteTarget;
/// Reference to a sprite target component
public ReactorSpriteTarget spriteTarget => SpriteTarget;
/// Check if a sprite target is referenced or not
public bool hasSpriteTarget => SpriteTarget != null;
[SerializeField] private Sprite ShowSprite;
/// Container Show Sprite
public Sprite showSprite => ShowSprite;
[SerializeField] private Sprite HideSprite;
/// Container Hide Sprite
public Sprite hideSprite => HideSprite;
#if UNITY_EDITOR
protected override void Reset()
{
FindTarget();
base.Reset();
}
#endif
public void FindTarget()
{
if (SpriteTarget != null)
return;
SpriteTarget = ReactorSpriteTarget.FindTarget(gameObject);
UpdateSettings();
}
protected override void Awake()
{
FindTarget();
UpdateSettings();
base.Awake();
}
public override void UpdateSettings() {} //ignored
public override void StopAllReactions() {} //ignored
public override void Show()
{
if (!hasSpriteTarget)
return;
if (showSprite != null)
SpriteTarget.SetSprite(showSprite);
}
public override void ReverseShow() =>
Hide();
public override void Hide()
{
if (!hasSpriteTarget)
return;
if (hideSprite != null)
SpriteTarget.SetSprite(hideSprite);
}
public override void ReverseHide() =>
Show();
public override void InstantShow() =>
Show();
public override void InstantHide() =>
Hide();
public override void ResetToStartValues(bool forced = false) {} //ignored
public override List SetHeartbeat() { return null; } //ignored
}
}