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101 lines
2.9 KiB
101 lines
2.9 KiB
// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="Launcher.cs" company="Exit Games GmbH">
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// Part of: Photon Unity Networking Demos
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// </copyright>
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// <summary>
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// Used in PUN Basics Tutorial to connect, and join/create room automatically
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// </summary>
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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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using UnityEngine;
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namespace Photon.Pun.Demo.PunBasics
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{
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/// <summary>
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/// Simple behaviour to animate particles around to create a typical "Ajax Loader". this is actually very important to visual inform the user that something is happening
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/// or better say that the application is not frozen, so a animation of some sort helps reassuring the user that the system is idle and well.
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///
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/// TODO: hide when connection failed.
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///
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/// </summary>
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public class LoaderAnime : MonoBehaviour {
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#region Public Variables
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[Tooltip("Angular Speed in degrees per seconds")]
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public float speed = 180f;
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[Tooltip("Radius os the loader")]
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public float radius = 1f;
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public GameObject particles;
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#endregion
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#region Private Variables
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Vector3 _offset;
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Transform _transform;
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Transform _particleTransform;
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bool _isAnimating;
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#endregion
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#region MonoBehaviour CallBacks
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/// <summary>
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/// MonoBehaviour method called on GameObject by Unity during early initialization phase.
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/// </summary>
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void Awake()
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{
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// cache for efficiency
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_particleTransform =particles.GetComponent<Transform>();
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_transform = GetComponent<Transform>();
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}
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/// <summary>
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/// MonoBehaviour method called on GameObject by Unity on every frame.
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/// </summary>
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void Update () {
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// only care about rotating particles if we are animating
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if (_isAnimating)
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{
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// we rotate over time. Time.deltaTime is mandatory to have a frame rate independant animation,
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_transform.Rotate(0f,0f,speed*Time.deltaTime);
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// we move from the center to the desired radius to prevent the visual artifacts of particles jumping from their current spot, it's not very nice visually
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// so the particle is centered in the scene so that when it starts rotating, it doesn't jump and slowy we animate it to its final radius giving a smooth transition.
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_particleTransform.localPosition = Vector3.MoveTowards(_particleTransform.localPosition, _offset, 0.5f*Time.deltaTime);
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}
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Starts the loader animation. Becomes visible
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/// </summary>
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public void StartLoaderAnimation()
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{
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_isAnimating = true;
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_offset = new Vector3(radius,0f,0f);
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particles.SetActive(true);
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}
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/// <summary>
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/// Stops the loader animation. Becomes invisible
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/// </summary>
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public void StopLoaderAnimation()
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{
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particles.SetActive(false);
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}
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#endregion
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}
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} |