feat: ui transparency when not hovered

This commit is contained in:
Gerard Gascón 2024-04-12 20:18:06 +02:00
parent 88a97164ea
commit 12304c6bb4
366 changed files with 27618 additions and 28 deletions

View file

@ -1,6 +1,5 @@
using Domain;
using Presenter;
using SatorImaging.AppWindowUtility;
using TMPro;
using UnityEngine;
@ -10,9 +9,6 @@ namespace View {
private CTrencadaClick _click;
private void Start() {
AppWindowUtility.AlwaysOnTop = true;
AppWindowUtility.FrameVisibility = false;
_click = FindObjectOfType<Dependencies>().CTrencadaClick;
}

View file

@ -0,0 +1,18 @@
#if !UNITY_EDITOR
using SatorImaging.AppWindowUtility;
using UnityEngine;
namespace View {
internal static class DisplaySetup {
[RuntimeInitializeOnLoadMethod]
private static void Setup() {
AppWindowUtility.AlwaysOnTop = true;
AppWindowUtility.FrameVisibility = false;
Vector2Int resolution = new(Screen.currentResolution.width, Screen.currentResolution.height);
Vector2Int newPosition = new(resolution.x - Screen.width, 0);
Screen.MoveMainWindowTo(Screen.mainWindowDisplayInfo, newPosition);
}
}
}
#endif

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@ -0,0 +1,3 @@
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@ -5,7 +5,8 @@
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View file

@ -0,0 +1,28 @@
using System;
using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace View {
public class UIVisibility : MonoBehaviour {
[SerializeField] private CanvasGroup ui;
[SerializeField] private float fadeDuration = .5f;
private bool _wasVisible = true;
private void Update() {
bool isPointerOver = EventSystem.current.IsPointerOverGameObject();
if (_wasVisible && !isPointerOver) {
ui.DOFade(0, fadeDuration);
_wasVisible = false;
return;
}
if (!_wasVisible && isPointerOver) {
ui.DOFade(1, fadeDuration);
_wasVisible = true;
return;
}
}
}
}

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@ -0,0 +1,11 @@
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View file

@ -0,0 +1,8 @@
using UnityEngine.EventSystems;
namespace View {
public class UnfocusableEventSystem : EventSystem {
//Dummy method to prevent calling base method
protected override void OnApplicationFocus(bool hasFocus) { }
}
}

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@ -0,0 +1,11 @@
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