UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Demos/Common/MediaPlayerUI/OverlayManager.cs

154 lines
4.6 KiB
C#
Executable File

// UnityEngine.UI was moved to a package in 2019.2.0
// Unfortunately no way to test for this across all Unity versions yet
// You can set up the asmdef to reference the new package, but the package doesn't
// existing in Unity 2017 etc, and it throws an error due to missing reference
#define AVPRO_PACKAGE_UNITYUI
#if (UNITY_2019_2_OR_NEWER && AVPRO_PACKAGE_UNITYUI) || (!UNITY_2019_2_OR_NEWER)
using UnityEngine;
using UnityEngine.UI;
//-----------------------------------------------------------------------------
// Copyright 2018-2021 RenderHeads Ltd. All rights reserved.
//-----------------------------------------------------------------------------
namespace RenderHeads.Media.AVProVideo.Demos.UI
{
public class OverlayManager : MonoBehaviour
{
public enum Feedback
{
Play,
Pause,
SeekForward,
SeekBack,
VolumeUp,
VolumeDown,
VolumeMute,
}
[SerializeField] Image _stalledImage = null;
[SerializeField] Image _feedbackImage = null;
[SerializeField] CanvasGroup _feedbackCanvas = null;
[SerializeField] float _startScale = 0.25f;
[SerializeField] float _endScale = 1.0f;
[SerializeField] float _animationSpeed = 1.5f;
private Material _feedbackMaterial;
private float _feedbackTimer;
private readonly LazyShaderProperty _propMute = new LazyShaderProperty("_Mute");
private readonly LazyShaderProperty _propVolume = new LazyShaderProperty("_Volume");
void Start()
{
_feedbackMaterial = new Material(_feedbackImage.material);
_feedbackImage.material = _feedbackMaterial;
_feedbackCanvas.alpha = 0f;
_feedbackTimer = 1f;
}
void OnDestroy()
{
if (_feedbackMaterial)
{
Material.Destroy(_feedbackMaterial);
_feedbackMaterial = null;
}
}
public void Reset()
{
_stalledImage.enabled = false;
}
public void TriggerStalled()
{
_stalledImage.enabled = true;
}
private const string KeywordPlay = "UI_PLAY";
private const string KeywordPause = "UI_PAUSE";
private const string KeywordSeekBack = "UI_BACK";
private const string KeywordSeekForward = "UI_FORWARD";
private const string KeywordVolume = "UI_VOLUME";
private const string KeywordVolumeUp = "UI_VOLUMEUP";
private const string KeywordVolumeDown = "UI_VOLUMEDOWN";
private const string KeywordVolumeMute = "UI_VOLUMEMUTE";
public void TriggerFeedback(Feedback feedback)
{
_feedbackMaterial.DisableKeyword(KeywordPlay);
_feedbackMaterial.DisableKeyword(KeywordPause);
_feedbackMaterial.DisableKeyword(KeywordSeekBack);
_feedbackMaterial.DisableKeyword(KeywordSeekForward);
_feedbackMaterial.DisableKeyword(KeywordVolume);
_feedbackMaterial.DisableKeyword(KeywordVolumeUp);
_feedbackMaterial.DisableKeyword(KeywordVolumeDown);
_feedbackMaterial.DisableKeyword(KeywordVolumeMute);
string keyword = null;
switch (feedback)
{
case Feedback.Play:
keyword = KeywordPlay;
break;
case Feedback.Pause:
keyword = KeywordPause;
break;
case Feedback.SeekBack:
keyword = KeywordSeekBack;
break;
case Feedback.SeekForward:
keyword = KeywordSeekForward;
break;
case Feedback.VolumeUp:
keyword = KeywordVolume;
_feedbackMaterial.SetFloat(_propMute.Id, 0f);
_feedbackMaterial.SetFloat(_propVolume.Id, 1f);
break;
case Feedback.VolumeDown:
keyword = KeywordVolume;
_feedbackMaterial.SetFloat(_propMute.Id, 0f);
_feedbackMaterial.SetFloat(_propVolume.Id, 0.5f);
break;
case Feedback.VolumeMute:
keyword = KeywordVolume;
_feedbackMaterial.SetFloat(_propVolume.Id, 1f);
_feedbackMaterial.SetFloat(_propMute.Id, 1f);
break;
}
if (!string.IsNullOrEmpty(keyword))
{
_feedbackMaterial.EnableKeyword(keyword);
}
_feedbackCanvas.alpha = 1f;
_feedbackCanvas.transform.localScale = new Vector3(_startScale, _startScale, _startScale);
_feedbackTimer = 0f;
Update();
}
private void Update()
{
// Update scaling and fading
float t2 = Mathf.Clamp01(_feedbackTimer);
float t = Mathf.Clamp01((_feedbackTimer - 0.5f) * 2f);
_feedbackCanvas.alpha = Mathf.Lerp(1f, 0f, PowerEaseOut(t, 1f));
if (_feedbackCanvas.alpha > 0f)
{
float scale = Mathf.Lerp(_startScale, _endScale, PowerEaseOut(t2, 2f));
_feedbackCanvas.transform.localScale = new Vector3(scale, scale, scale);
}
_feedbackTimer += Time.deltaTime * _animationSpeed;
}
private static float PowerEaseOut(float t, float power)
{
return 1f - Mathf.Abs(Mathf.Pow(t - 1f, power));
}
}
}
#endif