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129 lines
5.2 KiB
C#

using UnityEditor;
using UnityEngine;
namespace FluffyGroomingTool {
public class WelcomeTextUI {
private static readonly float FONT_SIZE_IN_PERCENT_OF_WIDTH = 0.045f;
private static readonly float LABEL_HEIGHT = 0.0675f;
private static readonly float SCROLL_AMOUNT = 0.018f;
private static readonly int ALPHA = Shader.PropertyToID("_Alpha");
private Material colorFadeMaterial;
private GUIStyle percentTextStyle;
private GUIStyle headingTextStyle;
private readonly Color pink = new Color32(207, 115, 229, 255);
private Texture2D emptyTexture;
public float startTimeStamp;
public bool isEnabled;
public void drawWelcomeText(EditorWindow window) {
if (isEnabled) {
initResources();
percentTextStyle.fontSize = (int) (window.position.width * FONT_SIZE_IN_PERCENT_OF_WIDTH);
GUILayout.BeginVertical();
float time = (float) EditorApplication.timeSinceStartup - startTimeStamp;
setupMaterial(time);
drawBackgroundTexture(window);
drawText(window, time);
window.Repaint();
GUILayout.EndVertical();
}
}
private void drawBackgroundTexture(EditorWindow window) {
EditorGUI.DrawPreviewTexture(
new Rect(0, 0, window.position.width, window.position.height),
emptyTexture,
colorFadeMaterial
);
}
private void drawText(EditorWindow window, float time) {
var originalColor = GUI.color;
var white = Color.white;
float labelHeight = window.position.width * LABEL_HEIGHT;
float offsetY = time * window.position.height * SCROLL_AMOUNT;
GUI.color = color(time: time, fadeInStartTime: 0, color: white, fadeOutStartTime: 3);
var position1 = new Rect(0f, window.position.height / 2 - labelHeight / 2 - labelHeight - offsetY, window.position.width, labelHeight);
GUI.Label(position1, "Hello!", percentTextStyle);
GUI.color = color(time: time, fadeInStartTime: 1, color: white, fadeOutStartTime: 4);
var position2 = new Rect(0f, window.position.height / 2 - labelHeight / 2 - offsetY, window.position.width, labelHeight);
GUI.Label(position2, "I'm your Fluffy window.", percentTextStyle);
GUI.color = color(time: time, fadeInStartTime: 2, color: white, fadeOutStartTime: 5);
var position3 = new Rect(0f, window.position.height / 2 + labelHeight / 2 - offsetY, window.position.width, labelHeight);
GUI.Label(position3, "Go ahead and get me docked", percentTextStyle);
GUI.color = color(time: time, fadeInStartTime: 3, color: white, fadeOutStartTime: 6);
var position4 = new Rect(0f, window.position.height / 2 + labelHeight / 2 + labelHeight - offsetY, window.position.width, labelHeight);
GUI.Label(position4, "and let's get started :)", percentTextStyle);
GUI.color = originalColor;
}
private void setupMaterial(float time) {
colorFadeMaterial.SetFloat(FirstLoadSpinnerUI.EDITOR_TIME, (float) EditorApplication.timeSinceStartup * 0.6f);
if (time > 7 && time <= 7.5) {
colorFadeMaterial.SetFloat(ALPHA, 1f - (time - 7f) * 2f);
}
else if (time > 7.5) {
colorFadeMaterial.SetFloat(ALPHA, 0);
if (Event.current.type != EventType.Repaint) {
destroy();
}
}
else {
colorFadeMaterial.SetFloat(ALPHA, 1f);
}
}
private static Color color(float time, float fadeInStartTime, Color color, float fadeOutStartTime) {
if (time > fadeInStartTime && time < fadeInStartTime + 1) {
color.a = time - fadeInStartTime;
}
else if (time >= fadeOutStartTime && time <= fadeOutStartTime + 1) {
color.a = 1f - (time - fadeOutStartTime);
}
else if (time > fadeInStartTime && time < fadeOutStartTime) {
color.a = 1;
}
else {
color.a = 0;
}
return color;
}
private void initResources() {
if (headingTextStyle == null || ReferenceEquals(colorFadeMaterial, null) || colorFadeMaterial == null) {
colorFadeMaterial = new Material(Shader.Find("Hidden/Color-Fade"));
emptyTexture = PainterBrushTypeUI.createColorBackground(Color.black);
percentTextStyle = createUIStyle();
headingTextStyle = createUIStyle();
headingTextStyle.normal.textColor = pink;
}
}
private GUIStyle createUIStyle() {
var guiStyle = new GUIStyle(GUI.skin.label) {
fontStyle = FontStyle.Bold,
alignment = TextAnchor.UpperCenter
};
return guiStyle;
}
private void destroy() {
isEnabled = false;
Object.DestroyImmediate(colorFadeMaterial);
Object.DestroyImmediate(emptyTexture);
}
}
}