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CrowdControl/Assets/Feel/MMTools/Tools/MMRadio/MMRadioReceiver.cs

115 lines
2.9 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// A class used to receive level values from a MMRadioBroadcaster, and apply it to (almost) any value on any object
/// </summary>
[MMRequiresConstantRepaint]
public class MMRadioReceiver : MMMonoBehaviour
{
[Header("Target")]
/// the receiver to write the level to
public MMPropertyReceiver Receiver;
[Header("Channel")]
/// whether or not this receiver should listen to the channel
public bool CanListen = true;
/// the Channel to listen to (has to match the one on the MMRadioBroadcaster you're listening to)
[MMCondition("CanListen", true)]
public int Channel = 0;
[Header("Modifiers")]
/// whether or not to randomize the received level, this will generate at awake a random level multiplier, to apply to the level
public bool RandomizeLevel = false;
/// if random, the min bound of the random multiplier
[MMCondition("RandomizeLevel", true)]
public float MinRandomLevelMultiplier = 0f;
/// if random, the max bound of the random multiplier
[MMCondition("RandomizeLevel", true)]
public float MaxRandomLevelMultiplier = 1f;
protected bool _listeningToEvents = false;
protected float _randomLevelMultiplier = 1f;
protected float _lastLevel;
/// <summary>
/// On Awake, starts listening and generates a random level multiplier if needed
/// </summary>
protected virtual void Awake()
{
Receiver.Initialization(this.gameObject);
if (!_listeningToEvents && CanListen)
{
StartListening();
}
GenerateRandomLevelMultiplier();
}
public virtual void GenerateRandomLevelMultiplier()
{
if (RandomizeLevel)
{
_randomLevelMultiplier = Random.Range(MinRandomLevelMultiplier, MaxRandomLevelMultiplier);
}
}
/// <summary>
/// Sets the level on the receiver
/// </summary>
/// <param name="newLevel"></param>
public virtual void SetLevel(float newLevel)
{
Receiver.SetLevel(newLevel);
}
/// <summary>
/// When getting a radio level event, we make sure it's the right channel, and apply it if needed
/// </summary>
/// <param name="channel"></param>
/// <param name="level"></param>
protected virtual void OnRadioLevelEvent(int channel, float level)
{
if (channel != Channel)
{
return;
}
if (RandomizeLevel)
{
level *= _randomLevelMultiplier;
}
SetLevel(level);
}
/// <summary>
/// Stops listening to events on destroy
/// </summary>
protected virtual void OnDestroy()
{
_listeningToEvents = false;
StopListening();
}
/// <summary>
/// Starts listening for events
/// </summary>
public virtual void StartListening()
{
_listeningToEvents = true;
MMRadioLevelEvent.Register(OnRadioLevelEvent);
}
/// <summary>
/// Stops listening for events
/// </summary>
public virtual void StopListening()
{
_listeningToEvents = false;
MMRadioLevelEvent.Unregister(OnRadioLevelEvent);
}
}
}