Files
TEngine/Assets/GameScripts/HotFix/GameLogic/UI/Common/UIExtension.cs
2023-04-13 15:37:46 +08:00

122 lines
3.1 KiB
C#

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using TEngine;
public enum EUIGroup
{
Root,
UI,
Dialog,
Tips,
System
}
public static class UIExtension
{
#region SetActive
public static void SetActive(this GameObject go, bool value, ref bool cacheValue)
{
if (go != null && value != cacheValue)
{
cacheValue = value;
go.SetActive(value);
}
}
#endregion
public static IEnumerator FadeToAlpha(this CanvasGroup canvasGroup, float alpha, float duration,
Action callback = null)
{
float time = 0f;
float originalAlpha = canvasGroup.alpha;
while (time < duration)
{
time += Time.deltaTime;
canvasGroup.alpha = Mathf.Lerp(originalAlpha, alpha, time / duration);
yield return new WaitForEndOfFrame();
}
canvasGroup.alpha = alpha;
callback?.Invoke();
}
public static IEnumerator SmoothValue(this Slider slider, float value, float duration, Action callback = null)
{
float time = 0f;
float originalValue = slider.value;
while (time < duration)
{
time += Time.deltaTime;
slider.value = Mathf.Lerp(originalValue, value, time / duration);
yield return new WaitForEndOfFrame();
}
slider.value = value;
callback?.Invoke();
}
public static IEnumerator SmoothValue(this Scrollbar slider, float value, float duration, Action callback = null)
{
float time = 0f;
float originalValue = slider.size;
while (time < duration)
{
time += Time.deltaTime;
slider.size = Mathf.Lerp(originalValue, value, time / duration);
yield return new WaitForEndOfFrame();
}
slider.size = value;
callback?.Invoke();
}
public static IEnumerator SmoothValue(this Image image, float value, float duration, Action callback = null)
{
float time = 0f;
float originalValue = image.fillAmount;
while (time < duration)
{
time += Time.deltaTime;
image.fillAmount = Mathf.Lerp(originalValue, value, time / duration);
yield return new WaitForEndOfFrame();
}
image.fillAmount = value;
callback?.Invoke();
}
public static bool GetMouseDownUiPos(this UIModule uiModule, out Vector3 screenPos)
{
bool hadMouseDown = false;
Vector3 mousePos;
#if UNITY_EDITOR || PLATFORM_STANDALONE_WIN
mousePos = Input.mousePosition;
hadMouseDown = Input.GetMouseButton(0);
#else
if (Input.touchCount > 0)
{
mousePos = Input.GetTouch(0).position;
hadMouseDown = true;
}
else
{
hadMouseDown = false;
}
#endif
RectTransformUtility.ScreenPointToLocalPointInRectangle(
uiModule.UIRoot as RectTransform,
mousePos,
uiModule.UICamera, out var pos);
screenPos = uiModule.UIRoot.TransformPoint(pos);
return hadMouseDown;
}
}