| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286 | using System;using System.Collections;using UnityEngine;public abstract class BaseFader : IFade{	public static bool StartCrossFade(IFade fadeIn, IFade fadeOut, float time, bool skippable = true, Func<float, bool> onUpdateFadeIn = null, Action onCompletedFadeIn = null, Func<float, bool> onUpdateFadeOut = null, Action onCompletedFadeOut = null)	{		if (fadeIn == null || fadeOut == null || fadeIn.isShow || fadeOut.isHide || fadeIn == fadeOut)		{			return false;		}		bool flag = fadeIn.StartFade(BaseFader.FadeType.In, time, skippable, onUpdateFadeIn, onCompletedFadeIn);		return flag | fadeOut.StartFade(BaseFader.FadeType.Out, time, skippable, onUpdateFadeOut, onCompletedFadeOut);	}	public static bool StartCrossFade(IFade fadeIn, IFade fadeOut, bool skippable = true, Func<float, bool> onUpdateFadeIn = null, Action onCompletedFadeIn = null, Func<float, bool> onUpdateFadeOut = null, Action onCompletedFadeOut = null)	{		if (fadeIn == null || fadeOut == null || fadeIn.isShow || fadeOut.isHide || fadeIn == fadeOut)		{			return false;		}		bool flag = fadeIn.StartFade(BaseFader.FadeType.In, skippable, onUpdateFadeIn, onCompletedFadeIn);		return flag | fadeOut.StartFade(BaseFader.FadeType.Out, skippable, onUpdateFadeOut, onCompletedFadeOut);	}	public static float DefaultFadeTime	{		get		{			return 0.5f;		}	}	public virtual float customDefaultFadeTime	{		get		{			return this.customDefaultFadeTime_;		}		set		{			this.customDefaultFadeTime_ = value;		}	}	public BaseFader.FadeState state { get; protected set; }	public virtual bool isShow	{		get		{			return this.state == BaseFader.FadeState.Show || this.state == BaseFader.FadeState.FadeInNow;		}	}	public virtual bool isHide	{		get		{			return this.state == BaseFader.FadeState.Hide || this.state == BaseFader.FadeState.FadeOutNow;		}	}	public virtual bool isFadeNow	{		get		{			return this.state == BaseFader.FadeState.FadeInNow || this.state == BaseFader.FadeState.FadeOutNow;		}	}	BaseFader.FadeState IFade.state	{		get		{			return this.state;		}	}	float IFade.defaultFadeTime	{		get		{			return this.customDefaultFadeTime;		}	}	protected MonoBehaviour coroutineInstant	{		get		{			return GameMain.Instance;		}	}	public bool StartFade(BaseFader.FadeType type, bool skippable = true, Func<float, bool> onUpdate = null, Action onCompleted = null)	{		return this.StartFade(type, this.customDefaultFadeTime, skippable, onUpdate, onCompleted);	}	public virtual bool StartFade(BaseFader.FadeType type, float time, bool skippable = true, Func<float, bool> onUpdate = null, Action onCompleted = null)	{		if (type == BaseFader.FadeType.In)		{			if (this.isShow)			{				return false;			}			this.StartFade(true, time, skippable, onUpdate, onCompleted);		}		else		{			if (this.isHide)			{				return false;			}			this.StartFade(false, time, skippable, onUpdate, onCompleted);		}		return true;	}	public virtual void FadeComplete()	{		if (this.state == BaseFader.FadeState.FadeOutNow)		{			if (this.fadeCoroutine != null)			{				this.coroutineInstant.StopCoroutine(this.fadeCoroutine);			}			this.fadeCoroutine = null;			this.ApplyFadeValue(0f);			this.state = BaseFader.FadeState.Hide;			if (this.onCompleted != null)			{				this.onCompleted();			}			this.onCompleted = null;		}		else if (this.state == BaseFader.FadeState.FadeInNow)		{			if (this.fadeCoroutine != null)			{				this.coroutineInstant.StopCoroutine(this.fadeCoroutine);			}			this.fadeCoroutine = null;			this.ApplyFadeValue(1f);			this.state = BaseFader.FadeState.Show;			if (this.onCompleted != null)			{				this.onCompleted();			}			this.onCompleted = null;		}	}	protected virtual void StartFade(bool typeIn, float time, bool skippable, Func<float, bool> onUpdate, Action onCompleted)	{		if (typeIn && this.state == BaseFader.FadeState.FadeOutNow)		{			if (this.fadeCoroutine != null)			{				this.coroutineInstant.StopCoroutine(this.fadeCoroutine);			}			this.fadeCoroutine = null;			this.OnAbortFadeOut();		}		else if (!typeIn && this.state == BaseFader.FadeState.FadeInNow)		{			if (this.fadeCoroutine != null)			{				this.coroutineInstant.StopCoroutine(this.fadeCoroutine);			}			this.fadeCoroutine = null;			this.OnAbortFadeIn();		}		this.state = ((!typeIn) ? BaseFader.FadeState.FadeOutNow : BaseFader.FadeState.FadeInNow);		this.onCompleted = onCompleted;		if (typeIn)		{			this.OnBeforeFadeIn();		}		else		{			this.OnBeforeFadeOut();		}		this.fadeCoroutine = this.coroutineInstant.StartCoroutine(this.Fade(this.GetFadeValue(), (!typeIn) ? 0f : 1f, time, skippable, onUpdate, delegate		{			this.state = ((!typeIn) ? BaseFader.FadeState.Hide : BaseFader.FadeState.Show);			if (this.onCompleted != null)			{				this.onCompleted();			}			this.onCompleted = null;			if (typeIn)			{				this.OnAfterFadeIn();			}			else			{				this.OnAfterFadeOut();			}		}));	}	protected virtual IEnumerator Fade(float from, float to, float fadeTime, bool skippable, Func<float, bool> onUpdate, Action onComplete)	{		if (fadeTime > 0f)		{			float totalTime = 0f;			while (fadeTime >= totalTime)			{				totalTime += Time.unscaledDeltaTime;				float value = Mathf.Lerp(from, to, totalTime / fadeTime);				if ((skippable && this.CheckSkipState()) || (onUpdate != null && !onUpdate(value)))				{					break;				}				this.ApplyFadeValue(value);				yield return null;			}		}		else if (onUpdate != null)		{			onUpdate(to);		}		this.ApplyFadeValue(to);		if (onComplete != null)		{			onComplete();		}		this.fadeCoroutine = null;		yield break;	}	protected abstract void ApplyFadeValue(float value);	protected abstract float GetFadeValue();	protected abstract bool CheckSkipState();	protected virtual void OnBeforeFadeIn()	{	}	protected virtual void OnAfterFadeIn()	{	}	protected virtual void OnBeforeFadeOut()	{	}	protected virtual void OnAfterFadeOut()	{	}	protected virtual void OnAbortFadeIn()	{	}	protected virtual void OnAbortFadeOut()	{	}	protected Action onCompleted;	protected Coroutine fadeCoroutine;	protected float customDefaultFadeTime_ = BaseFader.DefaultFadeTime;	public enum FadeType	{		In,		Out	}	public enum FadeState	{		None,		Show,		Hide,		FadeInNow,		FadeOutNow	}}
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