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105
Assets/TcgEngine/Scripts/UI/UIPanel.cs
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105
Assets/TcgEngine/Scripts/UI/UIPanel.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using TcgEngine;
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namespace TcgEngine.UI
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{
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/// <summary>
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/// Base class for UI panels that can be hidden or shown, with a fade-in fade-out effect
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/// </summary>
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[RequireComponent(typeof(CanvasGroup))]
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public class UIPanel : MonoBehaviour
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{
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public float display_speed = 4f;
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public UnityAction onShow;
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public UnityAction onHide;
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protected CanvasGroup canvas_group;
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protected bool visible;
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protected virtual void Awake()
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{
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canvas_group = GetComponent<CanvasGroup>();
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canvas_group.alpha = 0f;
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visible = false;
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}
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protected virtual void Start()
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{
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}
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protected virtual void Update()
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{
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float add = visible ? display_speed : -display_speed;
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float alpha = Mathf.Clamp01(canvas_group.alpha + add * Time.deltaTime);
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canvas_group.alpha = alpha;
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if (!visible && alpha < 0.01f)
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AfterHide();
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}
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public virtual void Toggle(bool instant = false)
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{
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if (IsVisible())
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Hide(instant);
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else
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Show(instant);
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}
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public virtual void Show(bool instant = false)
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{
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visible = true;
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gameObject.SetActive(true);
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if (instant || display_speed < 0.01f)
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canvas_group.alpha = 1f;
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if (onShow != null)
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onShow.Invoke();
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}
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public virtual void Hide(bool instant = false)
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{
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visible = false;
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if (instant || display_speed < 0.01f)
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canvas_group.alpha = 0f;
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if (onHide != null)
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onHide.Invoke();
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}
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public void SetVisible(bool visi)
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{
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if (!visible && visi)
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Show();
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else if (visible && !visi)
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Hide();
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}
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public virtual void AfterHide()
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{
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gameObject.SetActive(false);
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}
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public bool IsVisible()
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{
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return visible;
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}
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public bool IsFullyVisible()
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{
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return visible && canvas_group.alpha > 0.99f;
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}
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public float GetAlpha()
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{
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return canvas_group.alpha;
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}
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}
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}
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