System Fade System

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Okay, so I have made FadeUnit() and GetFadedUnit() functions, both working well.

Now my question is.. When should I get rid of the structure? After GetFadedUnit() is called?
 

Cohadar

master of fugue
Reaction score
209
You don't get rid of struct system does that for you.
Small note:
rename FadeUnitCalled() into FadeUnitEx() because Ex is standard suffix for some blizzard functions that have more arguments than basic functions, example: MoveLightning and MoveLightningEx
 
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456
Sorry.. but I didn't quite understand that.

JASS:
library FadeSystem uses ABC
    private struct FSstruct
        unit whichUnit
        real transparencyFrom
        real transparencyTo
        real fadeDuration
        triggeraction afterFadeAction
        
        timer fadeTimer = CreateTimer()
        real ticks = 0.035
        
        real currentFade = 0.00
        
        trigger afterFadeTrigger = CreateTrigger()
        
        static method create takes unit whichUnit, real transparencyFrom, real transparencyTo, real fadeDuration, code afterFade returns FSstruct
            local FSstruct dat = FSstruct.allocate()
            
            set dat.whichUnit = whichUnit
            set dat.transparencyFrom = transparencyFrom
            set dat.transparencyTo = transparencyTo
            set dat.fadeDuration = fadeDuration
            set dat.afterFadeAction = TriggerAddAction(dat.afterFadeTrigger, afterFade)
            
            if (dat.transparencyFrom < 0.00) then
                set dat.transparencyFrom = 0.00
            elseif (dat.transparencyFrom > 100.00) then
                set dat.transparencyFrom = 100.00 
            endif
            if (dat.transparencyTo < 0.00) then
                set dat.transparencyTo = 0.00
            elseif (dat.transparencyTo > 100.00) then
                set dat.transparencyTo = 100.00
            endif
            
            call SetUnitVertexColor(dat.whichUnit, 255, 255, 255, R2I((dat.transparencyFrom) * 255.00 * 0.01))
             
            return dat
        endmethod
    endstruct
    
    private function FadeUnitHandler takes nothing returns nothing
        local FSstruct dat = GetTimerStructA(GetExpiredTimer())
        local timer t = GetExpiredTimer()
        
        set dat = GetTimerStructA(GetExpiredTimer())
        
        if (dat.ticks >= dat.fadeDuration) then
            call PauseTimer(dat.fadeTimer)
            call ClearTimerStructA(dat.fadeTimer)
            call DestroyTimer(dat.fadeTimer)
            call SetTriggerStructA(dat.afterFadeTrigger, dat)
            call TriggerExecute(dat.afterFadeTrigger)
        else
            set dat.ticks = dat.ticks + 0.035
            if (dat.transparencyFrom > dat.transparencyTo) then
                set dat.currentFade = dat.currentFade + ((dat.transparencyFrom - dat.transparencyTo) / dat.fadeDuration) * 0.035
                call SetUnitVertexColor(dat.whichUnit, 255, 255, 255, R2I((dat.transparencyFrom - dat.currentFade) * 255.00 * 0.01))
            elseif (dat.transparencyFrom < dat.transparencyTo) then
                set dat.currentFade = dat.currentFade + ((dat.transparencyTo - dat.transparencyFrom) / dat.fadeDuration) * 0.035
                call SetUnitVertexColor(dat.whichUnit, 255, 255, 255, R2I((dat.transparencyFrom + dat.currentFade) * 255.00 * 0.01))
            endif
        endif
        set t = null
    endfunction
    
    function GetFadedUnit takes nothing returns unit
        local FSstruct dat = GetTriggerStructA(GetTriggeringTrigger())
        return dat.whichUnit
    endfunction
    
    function FadeUnit takes unit whichUnit, real transparencyFrom, real transparencyTo, real fadeDuration, code afterFade returns nothing
        local FSstruct dat = FSstruct.create(whichUnit, transparencyFrom, transparencyTo, fadeDuration, afterFade)
        call SetTimerStructA(dat.fadeTimer, dat)
        call TimerStart(dat.fadeTimer, 0.035, true, function FadeUnitHandler)
    endfunction
endlibrary


Look, I have that kind of code right now. I figured out otherway than using your unitwrapper structure.

But my question is.. when should I use dat.destroy()? As I don't see my system doing it :p..
 

Cohadar

master of fugue
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209
There is no safe way to call destroy in callback functions,
that is the reason I made unit wrapper.
 
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456
Okay so.. well.. what should I do then? Should I just use unit wrapper too? I saw this more simplier way, and works as desinged.
 

Cohadar

master of fugue
Reaction score
209
There is no simpler solution here.
Like I said, faking event response functions is not easy.

This gave me an idea, wait 5 min, I will send you a new version.

EDIT:
Lol You were right, there was an easier way to that,
it turns out that UnitWrapper is not needed after all.
 
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456
System updated again! Now uses Cohadar's ABC system. Look instructions for update log.
 

Cohadar

master of fugue
Reaction score
209
Hay it has only been like two months since last update,
no need to hurry things up.
 

Hatebreeder

So many apples
Reaction score
381
Hmmm... This could be kinda Timer Intense =P
Is it possible to add every Unit to a Unit group in one timer, and loop thru that group (Since you have a constant Ticks)? You will only need to create one Timer, plus, you could pause it if a Group equals to null, wheras you mustn't destroy the Timer.
 
Reaction score
456
Oh.. you shouldn't be expecting any updates for this. I don't have NewGen anymore.
 
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