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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/MMF_RadioSignal.cs

102 lines
3.8 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Tools;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you trigger a play on a target MMRadioSignal (usually used by a MMRadioBroadcaster to emit a value that can then be listened to by MMRadioReceivers. From this feedback you can also specify a duration, timescale and multiplier.
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback will let you trigger a play on a target MMRadioSignal (usually used by a MMRadioBroadcaster to emit a value that can then be listened to by MMRadioReceivers. From this feedback you can also specify a duration, timescale and multiplier.")]
[FeedbackPath("GameObject/MMRadioSignal")]
public class MMF_RadioSignal : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.GameObjectColor; } }
public override bool EvaluateRequiresSetup() { return (TargetSignal == null); }
public override string RequiredTargetText { get { return TargetSignal != null ? TargetSignal.name : ""; } }
public override string RequiresSetupText { get { return "This feedback requires that a TargetSignal be set to be able to work properly. You can set one below."; } }
#endif
/// the duration of this feedback is 0
public override float FeedbackDuration { get { return 0f; } }
public override bool HasRandomness => true;
public override bool HasAutomatedTargetAcquisition => true;
protected override void AutomateTargetAcquisition() => TargetSignal = FindAutomatedTarget<MMRadioSignal>();
[MMFInspectorGroup("Radio Signal", true, 72)]
/// The target MMRadioSignal to trigger
[Tooltip("The target MMRadioSignal to trigger")]
public MMRadioSignal TargetSignal;
/// the timescale to operate on
[Tooltip("the timescale to operate on")]
public MMRadioSignal.TimeScales TimeScale = MMRadioSignal.TimeScales.Unscaled;
/// the duration of the shake, in seconds
[Tooltip("the duration of the shake, in seconds")]
public float Duration = 1f;
/// a global multiplier to apply to the end result of the combination
[Tooltip("a global multiplier to apply to the end result of the combination")]
public float GlobalMultiplier = 1f;
/// <summary>
/// On Play we set the values on our target signal and make it start shaking its level
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (Active && FeedbackTypeAuthorized)
{
if (TargetSignal != null)
{
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
TargetSignal.Duration = Duration;
TargetSignal.GlobalMultiplier = GlobalMultiplier * intensityMultiplier;
TargetSignal.TimeScale = TimeScale;
TargetSignal.StartShaking();
}
}
}
/// <summary>
/// On Stop, stops the target signal
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
base.CustomStopFeedback(position, feedbacksIntensity);
if (Active)
{
if (TargetSignal != null)
{
TargetSignal.Stop();
}
}
}
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
if (TargetSignal != null)
{
TargetSignal.Stop();
TargetSignal.ApplyLevel(0f);
}
}
}
}