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CrowdControl/Assets/3rd/D2D_Scripts/Animations/JumpAnimation.cs

60 lines
1.7 KiB
C#

2 months ago
using UnityEngine;
using System;
using System.Collections;
using System.Linq;
using D2D;
using D2D.Animations;
using D2D.Gameplay;
using D2D.Utilities;
using DG.Tweening;
using DG.Tweening.Core;
namespace D2D
{
public class JumpAnimation : DAnimation
{
// [SerializeField] private bool _isLocal;
[SerializeField] private float power = 1;
[SerializeField] private Vector2 _power = new Vector2(1, 1);
[SerializeField] private int steps = 1;
[SerializeField] private Vector2 _steps = new Vector2(1, 1);
[SerializeField] private Vector3 _endPoint;
[SerializeField] private Vector3 _endPoint2;
private Vector2 Power =>
isRandomnessSupported ? _power : new Vector2(power, power);
private Vector2 Steps =>
isRandomnessSupported ? _steps : new Vector2(steps, steps);
public override DAnimation SetEndPoint(Vector3 endPoint)
{
_endPoint = endPoint;
_isCustomEndPoint = true;
ReInit();
return this;
}
private bool _isCustomEndPoint;
protected override Tween CreateTween()
{
var to = _endPoint;
if (_isCustomEndPoint == false && isRandomnessSupported)
{
to = DMath.RandomPointInsideBox(_endPoint, _endPoint2);
Debug.Log("to");
}
if (_isLocal)
{
return Target.DOLocalJump(to, Power.RandomFloat(),
Steps.RandomInt(), CalculatedDuration);
}
return Target.DOJump(to, Power.RandomFloat(),
Steps.RandomInt(), CalculatedDuration);
}
}
}