Topic: Fade in option for changing textures

Hello, can you create a fade in option for textures that come in after zooming/panning? The way it is now is to "raw" and a bit "aggressive" smile.

Thank you!

Re: Fade in option for changing textures

Hello.

Unfortunately, I did not understand your request.
Please explain this in more detail.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

Re: Fade in option for changing textures

On the tileset control, when new images(textures of map snippets are added) and basically replacing the old ones. Can you do a transition of fading from the previous to the new one? (something like the functionality available in apps like Google Maps). Thank you!

Re: Fade in option for changing textures

Hello.

In the next version we will add this feature.
I'll let you know when it's ready.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

Re: Fade in option for changing textures

Do you have an approximate time for this? I really need this feature and I'm probably gonna have to implement it myself. In this case can you provide me guidelines?

Re: Fade in option for changing textures

Hello

Example how to do this I will give right now.
The new version of Online Maps, where you can use it, we will release August 5-8.
We have a lot of work, planned for this version, and I'm not sure that we will be able to release it today.

Example (requires Online Maps v2.4.0.61+):

using System.Collections.Generic;
using UnityEngine;

public class TilesetFadeExample2:MonoBehaviour
{
    public static float duration = 0.3f;
    private Dictionary<Material, Item> items;

    private void OnDrawTile(OnlineMapsTile tile, Material material)
    {
        if (!items.ContainsKey(material)) items.Add(material, new Item(material));
        items[material].SetTile(tile);
    }

    private void Start()
    {
        items = new Dictionary<Material, Item>();

        OnlineMaps.instance.OnStartDownloadTile += OnStartDownloadTile;
        OnlineMapsTileSetControl.instance.OnDrawTile += OnDrawTile;
    }

    private void OnStartDownloadTile(OnlineMapsTile tile)
    {
        tile.customData = new TileData();
        tile.OnDisposed += OnTileDisposed;
        OnlineMaps.instance.StartDownloadTile(tile);
    }

    private void OnTileDisposed(OnlineMapsTile tile)
    {
        foreach (KeyValuePair<Material, Item> pair in items)
        {
            pair.Value.RemoveReference(tile);
        }
    }

    private void LateUpdate()
    {
        float alphaDelta = Time.deltaTime / duration;
        lock (OnlineMapsTile.tiles)
        {
            foreach (OnlineMapsTile tile in OnlineMapsTile.tiles)
            {
                if (tile.status == OnlineMapsTileStatus.loaded)
                {
                    TileData data = tile.customData as TileData;
                    data.alpha += alphaDelta;
                    if (data.alpha >= 1) data.alpha = 1;
                }
            }
        }

        foreach (KeyValuePair<Material, Item> item in items)
        {
            item.Value.UpdateMaterial();
        }
    }

    internal class Item
    {
        private OnlineMapsTile tile;
        private TileData tileData;
        private bool isModified;
        private Material material;
        private Vector2 originalScale;
        private Vector2 originalOffset;

        public Item(Material material)
        {
            this.material = material;
        }

        public void SetTile(OnlineMapsTile tile)
        {
            this.tile = tile;
            tileData = tile.customData as TileData;
            isModified = false;
            originalScale = material.mainTextureScale;
            originalOffset = material.mainTextureOffset;
        }

        public void RemoveReference(OnlineMapsTile disposedTile)
        {
            if (tile == disposedTile)
            {
                tile = null;
                tileData = null;
            }
        }

        public void UpdateMaterial()
        {
            if (tile == null || tileData == null) return;
            if (tileData.alpha >= 1)
            {
                if (!isModified) return;

                material.mainTexture = tile.texture;
                material.mainTextureScale = originalScale;
                material.mainTextureOffset = originalOffset;
                material.SetTexture("_OverlayBackTex", null);
                return;
            }

            OnlineMapsTile currentTile = tile;
            OnlineMapsTile parent = null;
            Vector2 scale = originalScale;
            Vector2 offset = originalOffset;
            Vector2 parentScale = Vector2.one;
            Vector2 parentOffset = Vector2.zero;

            while (currentTile.parent != null)
            {
                OnlineMapsTile cParent = currentTile.parent;

                parentScale = scale / 2;
                parentOffset.x = offset.x / 2 + (currentTile.x % 2 == 0 ? 0 : 0.5f);
                parentOffset.y = offset.y / 2 + (currentTile.y % 2 == 0 ? 0.5f: 0);
                if (parentOffset.y < 0) parentOffset.y += 1;

                TileData parentData = cParent.customData as TileData;
                if (parentData.alpha >= 1)
                {
                    parent = cParent;
                    break;
                }

                currentTile = cParent;
                offset = parentOffset;
                scale = parentScale;
            }

            if (parent == null)
            {
                parentScale = Vector2.one;
                parentOffset = Vector2.zero;
            }

            Texture mainTexture = parent != null ? parent.texture : OnlineMapsTile.emptyColorTexture;
            Texture overlayTexture = currentTile.texture;
            material.mainTexture = mainTexture;
            material.mainTextureScale = parentScale;
            material.mainTextureOffset = parentOffset;
            material.SetTexture("_OverlayBackTex", overlayTexture);
            material.SetTextureScale("_OverlayBackTex", scale);
            material.SetTextureOffset("_OverlayBackTex", offset);
            material.SetFloat("_OverlayBackAlpha", (currentTile.customData as TileData).alpha);
            isModified = true;
        }
    }

    internal class TileData
    {
        public float alpha;
    }
}
Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

7 (edited by gamar 2016-08-10 15:22:34)

Re: Fade in option for changing textures

Hey, for some reason the code you gave only fades when zooming in and not zooming out. I tried to look at it but I have no idea why to be honest. Can you please help me out?

Thanks!

Re: Fade in option for changing textures

Hello.

Unfortunately, currently I have no idea how to implement it.
If you have any suggestions how to implement it, we can discuss it.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

Re: Fade in option for changing textures

I see that you are setting the back texture. Should one set the front texture when zooming out? Or they are not related?

Re: Fade in option for changing textures

Problem 1:
When zoom in, the new texture - a quarter of the old texture.
When zoom out, the new texture - four old textures.

Problem 2:
When zoom out, the old tiles are immediately are unloaded to free memory.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

Re: Fade in option for changing textures

I tried to mail you but your email server is rejecting my emails. Anything I can do about it?

Re: Fade in option for changing textures

Hello.

Strange. Today, I have already answered a lot of emails in support.
I PM you a few of my personal emails.
Try to write.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.