Finalize capture taking

This commit is contained in:
Michal Pikulski
2025-11-26 10:58:34 +01:00
committed by Michal Pikulski
parent 5ad84ca3e8
commit 8d410b42d3
8 changed files with 411 additions and 42 deletions

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using Core;
using UnityEngine;
namespace Utils
{
/// <summary>
/// Utility methods for screen space and UI coordinate conversions
/// </summary>
public static class ScreenSpaceUtility
{
/// <summary>
/// Convert RectTransform to screen space rect with center position.
/// Useful for screenshot capture or screen-based calculations.
/// </summary>
/// <param name="rectTransform">RectTransform to convert</param>
/// <param name="camera">Camera used for coordinate conversion (null = Camera.main)</param>
/// <param name="clampToScreenBounds">If true, clamps the rect to visible screen area</param>
/// <param name="returnCenterPosition">If true, returns center position; if false, returns bottom-left position</param>
/// <returns>Screen space rect (position is center or bottom-left based on returnCenterPosition)</returns>
public static Rect RectTransformToScreenRect(
RectTransform rectTransform,
Camera camera = null,
bool clampToScreenBounds = true,
bool returnCenterPosition = true)
{
if (rectTransform == null)
{
Logging.Error("[ScreenSpaceUtility] RectTransform is null!");
return new Rect(Screen.width / 2f, Screen.height / 2f, 0, 0);
}
if (camera == null) camera = Camera.main;
// Get world corners (0=bottom-left, 1=top-left, 2=top-right, 3=bottom-right)
Vector3[] corners = new Vector3[4];
rectTransform.GetWorldCorners(corners);
// Determine correct camera based on Canvas render mode
Camera canvasCamera = GetCanvasCamera(rectTransform, camera);
// Convert corners to screen space
Vector2 min = RectTransformUtility.WorldToScreenPoint(canvasCamera, corners[0]);
Vector2 max = RectTransformUtility.WorldToScreenPoint(canvasCamera, corners[2]);
Logging.Debug($"[ScreenSpaceUtility] Canvas mode: {rectTransform.GetComponentInParent<Canvas>()?.renderMode}, Camera: {canvasCamera?.name ?? "null"}");
Logging.Debug($"[ScreenSpaceUtility] Raw screen coords - min: {min}, max: {max}");
// Apply screen bounds clamping if requested
if (clampToScreenBounds)
{
return ClampRectToScreenBounds(min, max, returnCenterPosition);
}
else
{
// No clamping - use raw values
float width = Mathf.Abs(max.x - min.x);
float height = Mathf.Abs(max.y - min.y);
if (returnCenterPosition)
{
float centerX = min.x + width / 2f;
float centerY = min.y + height / 2f;
return new Rect(centerX, centerY, width, height);
}
else
{
return new Rect(min.x, min.y, width, height);
}
}
}
/// <summary>
/// Get the appropriate camera for UI coordinate conversion based on Canvas render mode
/// </summary>
/// <param name="rectTransform">RectTransform to find canvas for</param>
/// <param name="fallbackCamera">Fallback camera if no canvas found</param>
/// <returns>Camera to use for coordinate conversion (null for Overlay mode)</returns>
public static Camera GetCanvasCamera(RectTransform rectTransform, Camera fallbackCamera = null)
{
Canvas canvas = rectTransform.GetComponentInParent<Canvas>();
if (canvas == null)
{
return fallbackCamera;
}
switch (canvas.renderMode)
{
case RenderMode.ScreenSpaceOverlay:
// For Screen Space - Overlay, use null (direct pixel coords)
return null;
case RenderMode.ScreenSpaceCamera:
// For Screen Space - Camera, use the canvas's worldCamera
return canvas.worldCamera;
case RenderMode.WorldSpace:
// For World Space, use canvas camera or fallback
return canvas.worldCamera ?? fallbackCamera;
default:
return fallbackCamera;
}
}
/// <summary>
/// Clamp rect coordinates to screen bounds and calculate final rect
/// </summary>
/// <param name="min">Bottom-left corner in screen space</param>
/// <param name="max">Top-right corner in screen space</param>
/// <param name="returnCenterPosition">If true, returns center position; if false, returns bottom-left</param>
/// <returns>Clamped screen rect</returns>
private static Rect ClampRectToScreenBounds(Vector2 min, Vector2 max, bool returnCenterPosition)
{
// Clamp to screen bounds
float minX = Mathf.Max(0, min.x);
float minY = Mathf.Max(0, min.y);
float maxX = Mathf.Min(Screen.width, max.x);
float maxY = Mathf.Min(Screen.height, max.y);
// Check if rect is completely outside screen bounds
if (minX >= Screen.width || minY >= Screen.height || maxX <= 0 || maxY <= 0)
{
Logging.Warning("[ScreenSpaceUtility] RectTransform is completely outside screen bounds!");
return new Rect(Screen.width / 2f, Screen.height / 2f, 0, 0);
}
// Calculate dimensions from clamped bounds
float width = maxX - minX;
float height = maxY - minY;
// Validate dimensions
if (width <= 0 || height <= 0)
{
Logging.Warning($"[ScreenSpaceUtility] Invalid dimensions after clamping: {width}x{height}");
return new Rect(Screen.width / 2f, Screen.height / 2f, 100, 100); // Fallback small rect
}
Logging.Debug($"[ScreenSpaceUtility] Clamped bounds - min: ({minX}, {minY}), max: ({maxX}, {maxY})");
if (returnCenterPosition)
{
// Calculate center position from clamped bounds
float centerX = minX + width / 2f;
float centerY = minY + height / 2f;
Logging.Debug($"[ScreenSpaceUtility] Final rect - center: ({centerX}, {centerY}), size: ({width}, {height})");
return new Rect(centerX, centerY, width, height);
}
else
{
// Return bottom-left position
Logging.Debug($"[ScreenSpaceUtility] Final rect - position: ({minX}, {minY}), size: ({width}, {height})");
return new Rect(minX, minY, width, height);
}
}
/// <summary>
/// Check if a screen rect is completely outside screen bounds
/// </summary>
public static bool IsRectOutsideScreenBounds(Rect rect)
{
return rect.xMax < 0 || rect.xMin > Screen.width ||
rect.yMax < 0 || rect.yMin > Screen.height;
}
/// <summary>
/// Get the visible portion of a rect when clamped to screen bounds
/// </summary>
public static Rect GetVisibleScreenRect(Rect rect)
{
float minX = Mathf.Max(0, rect.xMin);
float minY = Mathf.Max(0, rect.yMin);
float maxX = Mathf.Min(Screen.width, rect.xMax);
float maxY = Mathf.Min(Screen.height, rect.yMax);
float width = Mathf.Max(0, maxX - minX);
float height = Mathf.Max(0, maxY - minY);
return new Rect(minX, minY, width, height);
}
/// <summary>
/// Calculate the percentage of a rect that is visible on screen
/// </summary>
public static float GetVisiblePercentage(Rect rect)
{
if (rect.width <= 0 || rect.height <= 0) return 0f;
Rect visibleRect = GetVisibleScreenRect(rect);
float totalArea = rect.width * rect.height;
float visibleArea = visibleRect.width * visibleRect.height;
return visibleArea / totalArea;
}
}
}

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using System;
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
namespace Utils
{
/// <summary>
/// Common animation utilities extracted from CardAnimator pattern.
/// Provides reusable tween animations for UI elements.
/// </summary>
public static class TweenAnimationUtility
{
#region Scale Animations
/// <summary>
/// Animate scale to target value with ease in-out
/// </summary>
public static TweenBase AnimateScale(Transform transform, Vector3 targetScale, float duration, Action onComplete = null)
{
return Tween.LocalScale(transform, targetScale, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Pulse scale animation (scale up then back to original)
/// </summary>
public static void PulseScale(Transform transform, float pulseAmount = 1.1f, float duration = 0.2f, Action onComplete = null)
{
Vector3 originalScale = transform.localScale;
Vector3 pulseScale = originalScale * pulseAmount;
Tween.LocalScale(transform, pulseScale, duration, 0f, Tween.EaseOutBack,
completeCallback: () =>
{
Tween.LocalScale(transform, originalScale, duration, 0f, Tween.EaseInBack, completeCallback: onComplete);
});
}
/// <summary>
/// Pop-in animation (scale from 0 to target with overshoot)
/// </summary>
public static TweenBase PopIn(Transform transform, Vector3 targetScale, float duration = 0.5f, Action onComplete = null)
{
transform.localScale = Vector3.zero;
return Tween.LocalScale(transform, targetScale, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
}
/// <summary>
/// Pop-out animation (scale from current to 0)
/// </summary>
public static TweenBase PopOut(Transform transform, float duration = 0.3f, Action onComplete = null)
{
return Tween.LocalScale(transform, Vector3.zero, duration, 0f, Tween.EaseInBack, completeCallback: onComplete);
}
/// <summary>
/// Smooth scale transition with bounce
/// </summary>
public static TweenBase ScaleWithBounce(Transform transform, Vector3 targetScale, float duration, Action onComplete = null)
{
return Tween.LocalScale(transform, targetScale, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
}
#endregion
#region Position Animations
/// <summary>
/// Animate anchored position (for RectTransform UI elements)
/// </summary>
public static TweenBase AnimateAnchoredPosition(RectTransform rectTransform, Vector2 targetPosition, float duration, Action onComplete = null)
{
return Tween.AnchoredPosition(rectTransform, targetPosition, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Animate local position (for regular transforms)
/// </summary>
public static TweenBase AnimateLocalPosition(Transform transform, Vector3 targetPosition, float duration, Action onComplete = null)
{
return Tween.LocalPosition(transform, targetPosition, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Move with bounce effect
/// </summary>
public static TweenBase MoveWithBounce(RectTransform rectTransform, Vector2 targetPosition, float duration, Action onComplete = null)
{
return Tween.AnchoredPosition(rectTransform, targetPosition, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
}
#endregion
#region Combined Hover Animations
/// <summary>
/// Hover enter animation (lift and scale) for RectTransform
/// </summary>
public static void HoverEnter(RectTransform rectTransform, Vector2 originalPosition, float liftAmount = 20f,
float scaleMultiplier = 1.05f, float duration = 0.2f, Action onComplete = null)
{
Vector2 targetPos = originalPosition + Vector2.up * liftAmount;
Tween.AnchoredPosition(rectTransform, targetPos, duration, 0f, Tween.EaseOutBack);
Tween.LocalScale(rectTransform, Vector3.one * scaleMultiplier, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
}
/// <summary>
/// Hover exit animation (return to original position and scale) for RectTransform
/// </summary>
public static void HoverExit(RectTransform rectTransform, Vector2 originalPosition, float duration = 0.2f, Action onComplete = null)
{
Tween.AnchoredPosition(rectTransform, originalPosition, duration, 0f, Tween.EaseInBack);
Tween.LocalScale(rectTransform, Vector3.one, duration, 0f, Tween.EaseInBack, completeCallback: onComplete);
}
/// <summary>
/// Glow pulse effect (scale up/down repeatedly)
/// </summary>
public static TweenBase StartGlowPulse(Transform transform, float pulseAmount = 1.1f, float duration = 0.8f)
{
Vector3 originalScale = transform.localScale;
Vector3 pulseScale = originalScale * pulseAmount;
return Tween.LocalScale(transform, pulseScale, duration, 0f, Tween.EaseIn, Tween.LoopType.PingPong);
}
/// <summary>
/// Stop any active tweens on transform
/// </summary>
public static void StopTweens(Transform transform)
{
Tween.Cancel(transform.GetInstanceID());
}
#endregion
#region Fade Animations
/// <summary>
/// Fade CanvasGroup alpha
/// </summary>
public static TweenBase FadeCanvasGroup(CanvasGroup canvasGroup, float targetAlpha, float duration, Action onComplete = null)
{
return Tween.CanvasGroupAlpha(canvasGroup, targetAlpha, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Pop-out with fade - scale to 0 and fade out simultaneously
/// </summary>
public static void PopOutWithFade(Transform transform, CanvasGroup canvasGroup, float duration, Action onComplete = null)
{
// Scale to 0
Tween.LocalScale(transform, Vector3.zero, duration, 0f, Tween.EaseInBack);
// Fade out simultaneously
if (canvasGroup != null)
{
Tween.CanvasGroupAlpha(canvasGroup, 0f, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
else
{
// If no canvas group, just call complete after scale
Tween.LocalScale(transform, Vector3.zero, duration, 0f, Tween.EaseInBack, completeCallback: onComplete);
}
}
#endregion
}
}

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