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Fade.lua
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Fade.lua
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AK.Fade = {
__call = function(I)
I:Update()
end
}
do
local Fade = AK.Fade
Fade.__index = Fade
local fade_asset = {
["white"] = CS.FindAsset("Frameworks/Fade/White" , "Model" ),
["black"] = CS.FindAsset("Frameworks/Fade/Black" , "Model" ),
["grey"] = CS.FindAsset("Frameworks/Fade/Grey" , "Model" )
}
local style = {}
-- > Classique style
style["classique"] = {
init = function(self)
local fade = CS.New("Fade",self.gameObject)
local find = false
for k,v in pairs(fade_asset) do
if k == self.model_type and not find then
fade:CreateComponent("ModelRenderer"):SetModel( v )
find = true
break
end
end
if not find then
return false
end
do
local Pos = self.gameObject.LocalPos
fade.transform:SetLocalPosition( Vector3:New( Pos.x , Pos.y , self.area ) )
end
self.fade = fade
self.wait_tick = 0
return true
end,
update = function(self)
if self.wait_tick >= self.wait_time then
self.tick = self.tick + 1
local factor = self.tick / self.duration
local progression = (1 - (1 - factor) * (1 - factor))
if self.state then
self.fade.modelRenderer:SetOpacity( progression )
if self.tick >= self.duration then
self.state = false
self.start = false
self.fade.modelRenderer:SetOpacity( 1.0 )
self.tick = 0
return true
else
return false
end
else
self.fade.modelRenderer:SetOpacity( 1 - progression )
if self.tick >= self.duration then
self.state = true
self.start = false
self.fade.modelRenderer:SetOpacity( 0 )
self.tick = 0
return true
else
return false
end
end
else
self.wait_tick = self.wait_tick + 1
end
end
}
-- Style classique close
-- Style Slide Y
style["slide_y"] = {
init = style["classique"].init,
update = function(self)
self.wait_tick = self.wait_tick + 1
if self.wait_tick >= self.wait_time then
self.tick = self.tick + 1
local factor = self.tick / self.duration
local progression = (1 - (1 - factor) * (1 - factor))
if self.state then
self.fade.transform:SetLocalScale( Vector3:New( 1 , progression , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( progression )
end
if self.tick >= self.duration then
self.state = false
self.start = false
self.fade.transform:SetLocalScale( Vector3:New( 1 , 1 , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( 0 )
end
return true
else
return false
end
else
self.fade.transform:SetLocalScale( Vector3:New( 1 , 1 - progression , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( 1 - progression )
end
if self.tick >= self.duration then
self.state = true
self.start = false
self.fade.transform:SetLocalScale( Vector3:New( 1 , 0 , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( 0 )
end
return true
else
return false
end
end
end
end
}
-- Slide X close
style["slide_x"] = {
init = style["classique"].init,
update = function(self)
self.wait_tick = self.wait_tick + 1
if self.wait_tick >= self.wait_time then
self.tick = self.tick + 1
local factor = self.tick / self.duration
local progression = (1 - (1 - factor) * (1 - factor))
if self.state then
self.fade.transform:SetLocalScale( Vector3:New( progression , 1 , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( progression )
end
if self.tick >= self.duration then
self.state = false
self.start = false
self.fade.transform:SetLocalScale( Vector3:New( 1 , 1 , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( 0 )
end
return true
else
return false
end
else
self.fade.transform:SetLocalScale( Vector3:New( 1 - progression , 1 , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( 1 - progression )
end
if self.tick >= self.duration then
self.state = true
self.start = false
self.fade.transform:SetLocalScale( Vector3:New( 1 , 0 , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( 0 )
end
return true
else
return false
end
end
end
end
}
-- Slide X close
style["centered"] = {
init = style["classique"].init,
update = function(self)
self.wait_tick = self.wait_tick + 1
if self.wait_tick >= self.wait_time then
self.tick = self.tick + 1
local factor = self.tick / self.duration
local progression = (1 - (1 - factor) * (1 - factor))
if self.state then
self.fade.transform:SetLocalScale( Vector3:New( progression , progression , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( progression )
end
if self.tick >= self.duration then
self.state = false
self.start = false
self.fade.transform:SetLocalScale( Vector3:New( 1 , 1 , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( 0 )
end
return true
else
return false
end
else
self.fade.transform:SetLocalScale( Vector3:New( 1 - progression , 1 - progression , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( 1 - progression )
end
if self.tick >= self.duration then
self.state = true
self.start = false
self.fade.transform:SetLocalScale( Vector3:New( 1 , 0 , 1 ) )
if self.param.change_opa then
self.fade.modelRenderer:SetOpacity( 0 )
end
return true
else
return false
end
end
end
end
}
-- Slide centered close
function Fade:New(gameObject,area,style,vitesse,wait_time,model_type,change_opa,callback)
return setmetatable( {
gameObject = gameObject,
init = false,
state = false,
start = false,
area = area or 10,
style = style or "classique",
vitesse = vitesse or 1,
wait_time = wait_time or 0,
model_type = model_type or "black",
callback = callback or Nil,
param = {
change_opa = change_opa or true
},
fade = nil,
wait_tick = 0,
tick = 0,
duration = 120
} , self )
end
function Fade:Init()
if not self.init then
do
local doinit = false
for k,v in pairs(style) do
if k == self.style and not doinit then
if v.init(self) then
doinit = true
break
end
end
end
if not doinit then return false end
end
self.init = true
return true
else
return false
end
end
function Fade:Start(callback)
if self.init then
self.start = true
self.wait_tick = 0
self.tick = 0
if callback ~= nil then
self.callback = callback
end
end
end
function Fade:Update()
if self.init and self.start then
if style[self.style].update(self) then
self.callback(self.state)
end
end
end
end