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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class CharacterBehaviour : MonoBehaviour {
[SerializeField]
private bool standby = true;
[Range(3, 15)]
public float DisAppearTime = 5;
public Material mat;
public Area area;
public Vector2 WallROI;
public float bottomHeight = 0.1f;
public float minHeight = 0;
public float MaxHeight = 0.5f;
[SerializeField]
private RectTransform m_recttrans;
public DShowClip standbyclip;
public DShowClip TriggerClip;
[SerializeField]
private DShowMoviePlayer[] players;
private MeshRenderer m_meshRender;
public Color color;
private bool isSleep;
public float VideoStopTime = 1.5f;
private void Awake()
{
m_meshRender = GetComponent<MeshRenderer>();
mat = new Material(Shader.Find("Unlit/ColorTransparent"));
m_meshRender.material = mat;
List<Material> mats = new List<Material>();
mats.Add(mat);
InitialDSPlayer();
}
void InitialDSPlayer()
{
GameObject TriggerObj = new GameObject("Trigger");
TriggerObj.transform.parent = this.transform;
SetClip(TriggerObj.AddComponent<DShowMoviePlayer>(), TriggerClip);
GameObject standbyObj = new GameObject("Standby");
standbyObj.transform.parent = this.transform;
SetClip(standbyObj.AddComponent<DShowMoviePlayer>(), standbyclip);
players = GetComponentsInChildren<DShowMoviePlayer>();
}
void SetClip(DShowMoviePlayer player,DShowClip clip)
{
player.VideoAsset = clip;
player.Load();
}
void InitialTouchButton()
{
if (m_recttrans != null)
return;
GameObject obj = new GameObject(gameObject.name);
obj.transform.parent = GameObject.Find("Final Canvas").transform;
m_recttrans = obj.AddComponent<RectTransform>();
m_recttrans.anchorMin = new Vector2(0, 0);
m_recttrans.anchorMax = new Vector2(0, 0);
m_recttrans.pivot = new Vector2(0.5f, 0.5f);
m_recttrans.sizeDelta = new Vector2(transform.localScale.x, transform.localScale.y) * FrozenScreenToWorldSpace.Instance.finalPixelsByMeter;
m_recttrans.gameObject.AddComponent<RawImage>();
m_recttrans.GetComponent<RawImage>().color = new Color(1, 1, 1, 0);
TouchArea toucharea = m_recttrans.gameObject.AddComponent<TouchArea>();
toucharea.PointerDown.AddListener((data)=> { Trigger(data); });
toucharea.PointerDrag.AddListener((data) => { Trigger(data); });
}
// Use this for initialization
void Start () {
standby = true;
isSleep = false;
mat.mainTextureScale = new Vector2(1, -1);
mat.mainTextureOffset = new Vector2(0,-1);
StartCoroutine(PlayOnStart());
InitialTouchButton();
StartCoroutine(RandomPosNoTriggerOther());
}
IEnumerator PlayOnStart()
{
DShowMoviePlayer player = currentPlayer;
player.Loop = true;
while (!player.IsPlaying)
{
player.Play();
mat.mainTexture = player.Texture;
yield return null;
}
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.R))
{
if(!isTriggerCollider)
StartCoroutine(RandomPosNoTriggerOther());
}
UpdateMaterial();
if (!isSleep)
{
if (!standby)
CheckPlayFinished();
}
}
void UpdateMaterial()
{
mat.mainTexture = currentPlayer.Texture;
mat.SetColor("_Color", color);
}
void CheckPlayFinished()
{
if(currentPlayer.IsFinished)
{
StartCoroutine(Sleep());
}
}
void RandomAppearWall()
{
Vector3 newPos = Vector3.zero;
area = (Area)Random.Range(0, 3);
Quaternion q = new Quaternion();
if (area == Area.LeftWall)
{
newPos.x = -FrozenScreenToWorldSpace.Instance.length / 2;
q.SetLookRotation(Vector3.left);
}
if (area == Area.RightWall)
{
newPos.x = FrozenScreenToWorldSpace.Instance.length / 2;
q.SetLookRotation(Vector3.right);
}
if (area == Area.TopWall)
{
newPos.z = FrozenScreenToWorldSpace.Instance.width / 2;
q.SetLookRotation(Vector3.forward);
}
transform.rotation = q;
transform.localPosition = newPos;
RandomPos();
}
void UpdatePos()
{
Vector3 n_pos = transform.localPosition;
if (area == Area.TopWall)
n_pos.x = Mathf.Lerp(-FrozenScreenToWorldSpace.Instance.length / 2, FrozenScreenToWorldSpace.Instance.length / 2, WallROI.x);
else
n_pos.z = Mathf.Lerp(-FrozenScreenToWorldSpace.Instance.width / 2, FrozenScreenToWorldSpace.Instance.width / 2, WallROI.x);
n_pos.y = Mathf.Lerp(0, (float)FrozenScreenToWorldSpace.Instance.height, WallROI.y);
transform.localPosition = n_pos;
SetButtonPos();
}
void RandomPos()
{
Vector3 randomPos = transform.localPosition;
float minX = transform.localScale.x / 2;
if (randomPos.x == 0)
WallROI.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.length - minX) / FrozenScreenToWorldSpace.Instance.length;
else
WallROI.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.width - minX) / FrozenScreenToWorldSpace.Instance.width;
WallROI.y = Random.Range((transform.localScale.y/2) - transform.localScale.y * bottomHeight + minHeight, MaxHeight) / (float)FrozenScreenToWorldSpace.Instance.height;
UpdatePos();
SetButtonPos();
}
void SetButtonPos()
{
Vector2 newScreenPos = FrozenScreenToWorldSpace.Instance.GetFinalScreenPos(area, WallROI);
m_recttrans.anchoredPosition = newScreenPos;
}
private void Trigger(PointerEventData data)
{
if (!standby || isSleep)
return;
standby = false;
currentPlayer.Play();
mat.mainTexture = currentPlayer.Texture;
}
void Idle()
{
standby = true;
currentPlayer.Play();
}
DShowMoviePlayer currentPlayer { get { return players[System.Convert.ToInt32(standby)]; } }
IEnumerator Sleep()
{
isSleep = true;
yield return StartCoroutine(WaitVideoStopTimeFadeOut());
yield return new WaitForSeconds(GetDisAppear());
yield return StartCoroutine(RandomPosNoTriggerOther());
yield return StartCoroutine(WaitVideoStandbyFadeIn());
isSleep = false;
Idle();
}
IEnumerator Fade(float targetA)
{
float value = 0;
float origin = color.a;
while(value < 1)
{
value = Mathf.Clamp(value + Time.deltaTime, 0,1);
color.a = Mathf.Lerp(origin, targetA, value);
yield return null;
}
color.a = targetA;
}
IEnumerator WaitVideoStandbyFadeIn()
{
standby = true;
currentPlayer.Play();
mat.mainTexture = currentPlayer.Texture;
yield return StartCoroutine(Fade(1));
}
IEnumerator WaitVideoStopTimeFadeOut()
{
yield return new WaitForSeconds(VideoStopTime);
yield return StartCoroutine(Fade(0));
currentPlayer.Pause();
currentPlayer.Frame = 0;
}
public bool isTriggerCollider;
private void OnTriggerExit(Collider other)
{
isTriggerCollider = false;
}
void OnTriggerStay(Collider other)
{
isTriggerCollider = true;
}
private void OnTriggerEnter(Collider other)
{
isTriggerCollider = true;
}
public float GetDisAppear()
{
float distime = DisAppearTime - Random.Range(0, DisAppearTime / 2);
distime = DisAppearTime * distime - distime * distime + 0.5f * distime;
return distime;
}
IEnumerator RandomPosNoTriggerOther()
{
RandomAppearWall();
yield return null;
yield return new WaitForSeconds(0.1f);
while (isTriggerCollider)
{
RandomAppearWall();
yield return null;
}
}
}