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154
Assets/AVProVideo/Demos/Common/MediaPlayerUI/OverlayManager.cs
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154
Assets/AVProVideo/Demos/Common/MediaPlayerUI/OverlayManager.cs
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// UnityEngine.UI was moved to a package in 2019.2.0
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// Unfortunately no way to test for this across all Unity versions yet
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// You can set up the asmdef to reference the new package, but the package doesn't
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// existing in Unity 2017 etc, and it throws an error due to missing reference
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#define AVPRO_PACKAGE_UNITYUI
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#if (UNITY_2019_2_OR_NEWER && AVPRO_PACKAGE_UNITYUI) || (!UNITY_2019_2_OR_NEWER)
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using UnityEngine;
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using UnityEngine.UI;
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//-----------------------------------------------------------------------------
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// Copyright 2018-2021 RenderHeads Ltd. All rights reserved.
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//-----------------------------------------------------------------------------
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namespace RenderHeads.Media.AVProVideo.Demos.UI
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{
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public class OverlayManager : MonoBehaviour
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{
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public enum Feedback
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{
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Play,
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Pause,
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SeekForward,
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SeekBack,
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VolumeUp,
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VolumeDown,
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VolumeMute,
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}
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[SerializeField] Image _stalledImage = null;
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[SerializeField] Image _feedbackImage = null;
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[SerializeField] CanvasGroup _feedbackCanvas = null;
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[SerializeField] float _startScale = 0.25f;
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[SerializeField] float _endScale = 1.0f;
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[SerializeField] float _animationSpeed = 1.5f;
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private Material _feedbackMaterial;
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private float _feedbackTimer;
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private readonly LazyShaderProperty _propMute = new LazyShaderProperty("_Mute");
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private readonly LazyShaderProperty _propVolume = new LazyShaderProperty("_Volume");
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void Start()
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{
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_feedbackMaterial = new Material(_feedbackImage.material);
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_feedbackImage.material = _feedbackMaterial;
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_feedbackCanvas.alpha = 0f;
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_feedbackTimer = 1f;
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}
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void OnDestroy()
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{
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if (_feedbackMaterial)
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{
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Material.Destroy(_feedbackMaterial);
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_feedbackMaterial = null;
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}
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}
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public void Reset()
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{
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_stalledImage.enabled = false;
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}
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public void TriggerStalled()
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{
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_stalledImage.enabled = true;
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}
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private const string KeywordPlay = "UI_PLAY";
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private const string KeywordPause = "UI_PAUSE";
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private const string KeywordSeekBack = "UI_BACK";
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private const string KeywordSeekForward = "UI_FORWARD";
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private const string KeywordVolume = "UI_VOLUME";
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private const string KeywordVolumeUp = "UI_VOLUMEUP";
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private const string KeywordVolumeDown = "UI_VOLUMEDOWN";
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private const string KeywordVolumeMute = "UI_VOLUMEMUTE";
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public void TriggerFeedback(Feedback feedback)
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{
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_feedbackMaterial.DisableKeyword(KeywordPlay);
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_feedbackMaterial.DisableKeyword(KeywordPause);
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_feedbackMaterial.DisableKeyword(KeywordSeekBack);
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_feedbackMaterial.DisableKeyword(KeywordSeekForward);
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_feedbackMaterial.DisableKeyword(KeywordVolume);
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_feedbackMaterial.DisableKeyword(KeywordVolumeUp);
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_feedbackMaterial.DisableKeyword(KeywordVolumeDown);
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_feedbackMaterial.DisableKeyword(KeywordVolumeMute);
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string keyword = null;
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switch (feedback)
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{
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case Feedback.Play:
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keyword = KeywordPlay;
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break;
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case Feedback.Pause:
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keyword = KeywordPause;
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break;
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case Feedback.SeekBack:
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keyword = KeywordSeekBack;
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break;
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case Feedback.SeekForward:
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keyword = KeywordSeekForward;
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break;
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case Feedback.VolumeUp:
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keyword = KeywordVolume;
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_feedbackMaterial.SetFloat(_propMute.Id, 0f);
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_feedbackMaterial.SetFloat(_propVolume.Id, 1f);
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break;
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case Feedback.VolumeDown:
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keyword = KeywordVolume;
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_feedbackMaterial.SetFloat(_propMute.Id, 0f);
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_feedbackMaterial.SetFloat(_propVolume.Id, 0.5f);
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break;
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case Feedback.VolumeMute:
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keyword = KeywordVolume;
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_feedbackMaterial.SetFloat(_propVolume.Id, 1f);
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_feedbackMaterial.SetFloat(_propMute.Id, 1f);
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break;
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}
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if (!string.IsNullOrEmpty(keyword))
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{
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_feedbackMaterial.EnableKeyword(keyword);
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}
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_feedbackCanvas.alpha = 1f;
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_feedbackCanvas.transform.localScale = new Vector3(_startScale, _startScale, _startScale);
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_feedbackTimer = 0f;
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Update();
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}
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private void Update()
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{
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// Update scaling and fading
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float t2 = Mathf.Clamp01(_feedbackTimer);
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float t = Mathf.Clamp01((_feedbackTimer - 0.5f) * 2f);
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_feedbackCanvas.alpha = Mathf.Lerp(1f, 0f, PowerEaseOut(t, 1f));
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if (_feedbackCanvas.alpha > 0f)
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{
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float scale = Mathf.Lerp(_startScale, _endScale, PowerEaseOut(t2, 2f));
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_feedbackCanvas.transform.localScale = new Vector3(scale, scale, scale);
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}
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_feedbackTimer += Time.deltaTime * _animationSpeed;
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}
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private static float PowerEaseOut(float t, float power)
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{
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return 1f - Mathf.Abs(Mathf.Pow(t - 1f, power));
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}
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}
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}
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#endif
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