174 lines
4.3 KiB
C#
174 lines
4.3 KiB
C#
using System.Collections;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.UI;
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public class PhotoFrame : MonoBehaviour
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{
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const float PHOTO_INTERVAL = 5f;
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const float ANIMATION_LENGTH = 2f;
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[SerializeField]
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GameObject mainUI;
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[SerializeField]
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RectTransform imageContainer;
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[SerializeField]
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Image[] images;
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[SerializeField]
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InputField url;
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private int currentImage;
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private Image CurrentImage
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{
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get { return images[currentImage]; }
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}
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private Image NextImage
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{
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get { return images[(currentImage + 1) % images.Length]; }
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}
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public void Start()
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{
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Screen.sleepTimeout = SleepTimeout.NeverSleep;
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currentImage = 0;
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ActivateUI(true);
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}
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private void ActivateUI(bool v)
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{
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mainUI.gameObject.SetActive(v);
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for (int i = 0; i < images.Length; i++)
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{
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images[i].gameObject.SetActive(!v);
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}
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}
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Coroutine mainCoroutine;
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public void OnRunButtonClicked()
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{
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ActivateUI(false);
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mainCoroutine = StartCoroutine(SwitchImages());
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}
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public void OnStopButtonClicked()
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{
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if (mainCoroutine != null)
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{
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StopCoroutine(mainCoroutine);
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mainCoroutine = null;
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}
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for (int i = 0; i < images.Length; i++)
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{
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if (images[i].sprite != null)
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{
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Destroy(images[i].sprite.texture);
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Destroy(images[i].sprite);
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images[i].sprite = null;
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}
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}
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ActivateUI(true);
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}
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private IEnumerator SwitchImages()
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{
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yield return null;
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var loader = new ImageLoader(url.text);
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while (loader.Status == LoaderStatus.Initializing) yield return null;
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Color opaque = new Color(1, 1, 1, 1);
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Color transparent = new Color(1, 1, 1, 0);
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CurrentImage.color = transparent;
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NextImage.color = transparent;
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while (true)
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{
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var startTime = Time.realtimeSinceStartup;
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int imageIndex = Random.Range(0, loader.images.Count);
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string imageUrl = loader.images[imageIndex];
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var request = UnityWebRequest.Get(imageUrl);
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request.downloadHandler = new DownloadHandlerTexture(true);
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yield return request.SendWebRequest();
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if (request.isNetworkError || request.isHttpError)
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{
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yield return new WaitForSeconds(1f);
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continue;
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}
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var downloadTime = Time.realtimeSinceStartup - startTime;
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if (PHOTO_INTERVAL > downloadTime)
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{
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yield return new WaitForSeconds(PHOTO_INTERVAL - downloadTime);
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}
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var dh = request.downloadHandler as DownloadHandlerTexture;
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var tex = dh.texture;
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SetImageTexture(NextImage, tex);
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dh.Dispose();
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request.Dispose();
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float currentStart = CurrentImage.color.a;
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float currentFinish = transparent.a;
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float nextStart = NextImage.color.a;
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float nextFinish = opaque.a;
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startTime = Time.time;
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while (Time.time < startTime + ANIMATION_LENGTH)
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{
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float ct = Time.time;
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float x = (ct - startTime) / ANIMATION_LENGTH;
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float currentA = currentStart + x * (currentFinish - currentStart);
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Color cC = new Color(CurrentImage.color.r, CurrentImage.color.g, CurrentImage.color.b, currentA);
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CurrentImage.color = cC;
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float nextA = nextStart + x * (nextFinish - nextStart);
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Color nC = new Color(NextImage.color.r, NextImage.color.g, NextImage.color.b, nextA);
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NextImage.color = nC;
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yield return null;
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}
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currentImage = (currentImage + 1) % images.Length;
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Resources.UnloadUnusedAssets();
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System.GC.Collect();
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}
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}
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private void SetImageTexture(Image nextImage, Texture2D tex)
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{
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if (nextImage.sprite != null)
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{
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Destroy(nextImage.sprite.texture);
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Destroy(nextImage.sprite);
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nextImage.sprite = null;
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}
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float imageWidth = imageContainer.rect.width;
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float imageHeight = imageContainer.rect.height;
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//
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int maxHeight, maxWidth;
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if (imageWidth < imageHeight)
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{
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// scale to height
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maxHeight = 2048;
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maxWidth = (int)(2048 / imageHeight * imageWidth);
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}
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else
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{
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// scale to width
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maxWidth = 2048;
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maxHeight = (int)(2048 / imageWidth * imageHeight);
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}
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float factor = Mathf.Min((float) maxWidth / tex.width, (float)maxHeight / tex.height);
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int newWidth = (int)(tex.width * factor);
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int newHeight = (int)(tex.height * factor);
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TextureScale.Bilinear(tex, newWidth, newHeight);
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var sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
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nextImage.sprite = sprite;
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nextImage.rectTransform.anchorMin = new Vector2((maxWidth - (float)newWidth) / maxWidth / 2, (maxHeight - (float)newHeight) / maxHeight / 2);
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}
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}
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