Files
unity-flash-tools/Assets/FlashTools/Scripts/FTRuntime/SwfClipController.cs

385 lines
9.1 KiB
C#

using UnityEngine;
using FTRuntime.Internal;
namespace FTRuntime {
[ExecuteInEditMode, DisallowMultipleComponent]
[RequireComponent(typeof(SwfClip))]
public class SwfClipController : MonoBehaviour {
SwfClip _clip = null;
bool _isPlaying = false;
float _tickTimer = 0.0f;
// ---------------------------------------------------------------------
//
// Events
//
// ---------------------------------------------------------------------
/// <summary>
/// Occurs when the controller stops played clip
/// </summary>
public event System.Action<SwfClipController> OnStopPlayingEvent;
/// <summary>
/// Occurs when the controller plays stopped clip
/// </summary>
public event System.Action<SwfClipController> OnPlayStoppedEvent;
/// <summary>
/// Occurs when the controller rewinds played clip
/// </summary>
public event System.Action<SwfClipController> OnRewindPlayingEvent;
// ---------------------------------------------------------------------
//
// Serialized fields
//
// ---------------------------------------------------------------------
[SerializeField]
bool _autoPlay = true;
[SerializeField]
bool _useUnscaledDt = false;
[SerializeField, SwfFloatRange(0.0f, float.MaxValue)]
float _rateScale = 1.0f;
[SerializeField]
string _groupName = string.Empty;
[SerializeField]
PlayModes _playMode = PlayModes.Forward;
[SerializeField]
LoopModes _loopMode = LoopModes.Loop;
// ---------------------------------------------------------------------
//
// Properties
//
// ---------------------------------------------------------------------
/// <summary>
/// Controller play modes
/// </summary>
public enum PlayModes {
/// <summary>
/// Forward play mode
/// </summary>
Forward,
/// <summary>
/// Backward play mode
/// </summary>
Backward
}
/// <summary>
/// Controller loop modes
/// </summary>
public enum LoopModes {
/// <summary>
/// Once loop mode
/// </summary>
Once,
/// <summary>
/// Repeat loop mode
/// </summary>
Loop
}
/// <summary>
/// Gets or sets a value indicating whether controller play after awake on scene
/// </summary>
/// <value><c>true</c> if auto play; otherwise, <c>false</c></value>
public bool autoPlay {
get { return _autoPlay; }
set { _autoPlay = value; }
}
/// <summary>
/// Gets or sets a value indicating whether controller uses unscaled delta time
/// </summary>
/// <value><c>true</c> if uses unscaled delta time; otherwise, <c>false</c></value>
public bool useUnscaledDt {
get { return _useUnscaledDt; }
set { _useUnscaledDt = value; }
}
/// <summary>
/// Gets or sets the controller rate scale
/// </summary>
/// <value>The rate scale</value>
public float rateScale {
get { return _rateScale; }
set { _rateScale = Mathf.Clamp(value, 0.0f, float.MaxValue); }
}
/// <summary>
/// Gets or sets the controller group name
/// </summary>
/// <value>The group name</value>
public string groupName {
get { return _groupName; }
set { _groupName = value; }
}
/// <summary>
/// Gets or sets the controller play mode
/// </summary>
/// <value>The play mode</value>
public PlayModes playMode {
get { return _playMode; }
set { _playMode = value; }
}
/// <summary>
/// Gets or sets the controller loop mode
/// </summary>
/// <value>The loop mode</value>
public LoopModes loopMode {
get { return _loopMode; }
set { _loopMode = value; }
}
/// <summary>
/// Gets the controller clip
/// </summary>
/// <value>The clip</value>
public SwfClip clip {
get { return _clip; }
}
/// <summary>
/// Gets a value indicating whether controller is playing
/// </summary>
/// <value><c>true</c> if is playing; otherwise, <c>false</c></value>
public bool isPlaying {
get { return _isPlaying; }
}
/// <summary>
/// Gets a value indicating whether controller is stopped
/// </summary>
/// <value><c>true</c> if is stopped; otherwise, <c>false</c></value>
public bool isStopped {
get { return !_isPlaying; }
}
// ---------------------------------------------------------------------
//
// Functions
//
// ---------------------------------------------------------------------
/// <summary>
/// Changes the animation frame with stops it
/// </summary>
/// <param name="frame">The new current frame</param>
public void GotoAndStop(int frame) {
if ( clip ) {
clip.currentFrame = frame;
}
Stop(false);
}
/// <summary>
/// Changes the animation sequence and frame with stops it
/// </summary>
/// <param name="sequence">The new sequence</param>
/// <param name="frame">The new current frame</param>
public void GotoAndStop(string sequence, int frame) {
if ( clip ) {
clip.sequence = sequence;
}
GotoAndStop(frame);
}
/// <summary>
/// Changes the animation frame with plays it
/// </summary>
/// <param name="frame">The new current frame</param>
public void GotoAndPlay(int frame) {
if ( clip ) {
clip.currentFrame = frame;
}
Play(false);
}
/// <summary>
/// Changes the animation sequence and frame with plays it
/// </summary>
/// <param name="sequence">The new sequence</param>
/// <param name="frame">The new current frame</param>
public void GotoAndPlay(string sequence, int frame) {
if ( clip ) {
clip.sequence = sequence;
}
GotoAndPlay(frame);
}
/// <summary>
/// Stop with specified rewind action
/// </summary>
/// <param name="rewind">If set to <c>true</c> rewind animation to begin frame</param>
public void Stop(bool rewind) {
var is_playing = isPlaying;
if ( is_playing ) {
_isPlaying = false;
_tickTimer = 0.0f;
}
if ( rewind ) {
Rewind();
}
if ( is_playing && OnStopPlayingEvent != null ) {
OnStopPlayingEvent(this);
}
}
/// <summary>
/// Changes the animation sequence and stop controller with rewind
/// </summary>
/// <param name="sequence">The new sequence</param>
public void Stop(string sequence) {
if ( clip ) {
clip.sequence = sequence;
}
Stop(true);
}
/// <summary>
/// Play with specified rewind action
/// </summary>
/// <param name="rewind">If set to <c>true</c> rewind animation to begin frame</param>
public void Play(bool rewind) {
var is_stopped = isStopped;
if ( is_stopped ) {
_isPlaying = true;
_tickTimer = 0.0f;
}
if ( rewind ) {
Rewind();
}
if ( is_stopped && OnPlayStoppedEvent != null ) {
OnPlayStoppedEvent(this);
}
}
/// <summary>
/// Changes the animation sequence and play controller with rewind
/// </summary>
/// <param name="sequence">The new sequence</param>
public void Play(string sequence) {
if ( clip ) {
clip.sequence = sequence;
}
Play(true);
}
/// <summary>
/// Rewind animation to begin frame
/// </summary>
public void Rewind() {
switch ( playMode ) {
case PlayModes.Forward:
if ( clip ) {
clip.ToBeginFrame();
}
break;
case PlayModes.Backward:
if ( clip ) {
clip.ToEndFrame();
}
break;
default:
throw new UnityException(string.Format(
"SwfClipController. Incorrect play mode: {0}",
playMode));
}
if ( isPlaying && OnRewindPlayingEvent != null ) {
OnRewindPlayingEvent(this);
}
}
// ---------------------------------------------------------------------
//
// Internal
//
// ---------------------------------------------------------------------
internal void Internal_Update(float scaled_dt, float unscaled_dt) {
if ( isPlaying ) {
_tickTimer += useUnscaledDt ? unscaled_dt : scaled_dt;
do {
var frame_rate = clip ? clip.frameRate * rateScale : 0.0f;
var frame_time = frame_rate > 0.0f ? 1.0f / frame_rate : 0.0f;
if ( frame_time > 0.0f && frame_time <= _tickTimer ) {
_tickTimer -= frame_time;
TimerTick();
} else {
break;
}
} while ( isPlaying );
}
}
void TimerTick() {
if ( !NextClipFrame() ) {
switch ( loopMode ) {
case LoopModes.Once:
Stop(false);
break;
case LoopModes.Loop:
Rewind();
break;
default:
throw new UnityException(string.Format(
"SwfClipController. Incorrect loop mode: {0}",
loopMode));
}
}
}
bool NextClipFrame() {
switch ( playMode ) {
case PlayModes.Forward:
return clip ? clip.ToNextFrame() : false;
case PlayModes.Backward:
return clip ? clip.ToPrevFrame() : false;
default:
throw new UnityException(string.Format(
"SwfClipController. Incorrect play mode: {0}",
playMode));
}
}
// ---------------------------------------------------------------------
//
// Messages
//
// ---------------------------------------------------------------------
void Awake() {
_clip = GetComponent<SwfClip>();
}
void OnEnable() {
var swf_manager = SwfManager.GetInstance(true);
if ( swf_manager ) {
swf_manager.AddController(this);
}
if ( autoPlay && Application.isPlaying ) {
Play(false);
}
}
void OnDisable() {
Stop(false);
var swf_manager = SwfManager.GetInstance(false);
if ( swf_manager ) {
swf_manager.RemoveController(this);
}
}
}
}