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Copy pathUIObjectAnimatorComponent_UnManaged.cs
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UIObjectAnimatorComponent_UnManaged.cs
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#region Header
/* ============================================
* 작성자 : Strix
* 작성일 : 2019-10-18 오후 5:20:18
* 개요 :
============================================ */
#endregion Header
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace UIFramework
{
/// <summary>
/// UI Widget용 애니메이션 실행기
/// </summary>
public class UIObjectAnimatorComponent_UnManaged : UIWidgetObjectBase
{
/* const & readonly declaration */
readonly bool bIsDebug = false;
/* enum & struct declaration */
public enum EAnimationPlayHow
{
/// <summary>
/// 순차적으로 하나씩
/// </summary>
Sequential,
/// <summary>
/// 동시에
/// </summary>
Concurrently
}
/* public - Field declaration */
public IUIManager pUIManager { get; set; }
public UIAnimation pAnimation_Show { get; private set; } = new UIAnimation();
public UIAnimation pAnimation_Hide { get; private set; } = new UIAnimation();
public EAnimationPlayHow eAnimationPlayHow = EAnimationPlayHow.Sequential;
public bool bIgnoreTimeScale = false;
public List<UIAnimationLogic_ComponentBase> listAnimationLogic_Show = new List<UIAnimationLogic_ComponentBase>();
public List<UIAnimationLogic_ComponentBase> listAnimationLogic_Hide = new List<UIAnimationLogic_ComponentBase>();
/* protected & private - Field declaration */
// ========================================================================== //
/* public - [Do] Function
* 외부 객체가 호출(For External class call)*/
public void DoClear_AnimationLogic()
{
pAnimation_Show.DoClear_AnimationLogic();
pAnimation_Hide.DoClear_AnimationLogic();
}
// ========================================================================== //
/* protected - Override & Unity API */
protected override void OnAwake()
{
base.OnAwake();
UIAnimationLogicFactory pLogicFactory_Show = new UIAnimationLogicFactory();
UIAnimationLogicFactory pLogicFactory_Hide = new UIAnimationLogicFactory();
// 로직이 이미 있으면 그 로직을 전부 사용하고,
// 로직이 하나도 없으면 GetComponents를 이용해서 얻어오는데,
// 리펙토링이 필요하다..
if (listAnimationLogic_Show.Count != 0)
pLogicFactory_Show.DoAdd_Animation_Collection(listAnimationLogic_Show);
else
pLogicFactory_Show.DoAdd_Animation_Collection(GetComponents<IUIAnimationLogic_Show>());
if (listAnimationLogic_Hide.Count != 0)
pLogicFactory_Hide.DoAdd_Animation_Collection(listAnimationLogic_Hide);
else
pLogicFactory_Hide.DoAdd_Animation_Collection(GetComponents<IUIAnimationLogic_Hide>());
pAnimation_Show.DoInit(this, StartCoroutine, StopCoroutine);
pAnimation_Show.DoInit_Animation(pLogicFactory_Show);
pAnimation_Hide.DoInit(this, StartCoroutine, StopCoroutine);
pAnimation_Hide.DoInit_Animation(pLogicFactory_Hide);
}
//IEnumerator OnEnableCoroutine()
//{
// yield return null;
// if (bIsPlay_ShowAnimation_OnEnable)
// this.DoShowCoroutine();
//}
public override void IUIWidget_OnBeforeShow()
{
base.IUIWidget_OnBeforeShow();
pAnimation_Show.Event_OnBeforeShow();
}
public override IEnumerator OnShowCoroutine()
{
if (bIsDebug)
Debug.Log($"{name} - {nameof(OnShowCoroutine)} Start - eAnimationPlayHow : {eAnimationPlayHow}", this);
if (this.IsNull() || gameObject.activeSelf == false)
yield break;
switch (eAnimationPlayHow)
{
case EAnimationPlayHow.Sequential: yield return pAnimation_Show.PlayAnimationCoroutine_Sequential(bIgnoreTimeScale); break;
case EAnimationPlayHow.Concurrently: yield return pAnimation_Show.PlayAnimationCoroutine_Concurrently(bIgnoreTimeScale); break;
default:
yield break;
}
if (bIsDebug)
Debug.Log($"{name} - {nameof(OnShowCoroutine)} Finish - eAnimationPlayHow : {eAnimationPlayHow}", this);
}
public override IEnumerator OnHideCoroutine()
{
if (bIsDebug)
Debug.Log($"{name} - {nameof(OnHideCoroutine)} Start - eAnimationPlayHow : {eAnimationPlayHow}", this);
if (this.IsNull() || gameObject.activeSelf == false)
yield break;
switch (eAnimationPlayHow)
{
case EAnimationPlayHow.Sequential: yield return pAnimation_Hide.PlayAnimationCoroutine_Sequential(bIgnoreTimeScale); break;
case EAnimationPlayHow.Concurrently: yield return pAnimation_Hide.PlayAnimationCoroutine_Concurrently(bIgnoreTimeScale); break;
default:
yield break;
}
if (bIsDebug)
Debug.Log($"{name} - {nameof(OnHideCoroutine)} Finish - eAnimationPlayHow : {eAnimationPlayHow}", this);
}
private void OnDestroy()
{
DoClear_AnimationLogic();
}
/* protected - [abstract & virtual] */
// ========================================================================== //
#region Private
#endregion Private
}
}