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CrowdControl/Assets/Feel/MMTools/Tools/MMRadio/MMRadioSignal/MMRadioSignalGenerator.cs

165 lines
5.0 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace MoreMountains.Tools
{
/// <summary>
/// A class used to generate signals, normalized values between 0 and 1
/// You can then use these values from a MMRadioBroadcaster, or simply evaluate its value to use wherever you want,
/// like a supercharged animation curve. In that case, simply disable the component, and read from it using its Evaluate method
/// </summary>
public class MMRadioSignalGenerator : MMRadioSignal
{
/// whether or not to display an animated preview
public bool AnimatedPreview = false;
/// whether this signal should play in back & forth (mirroring the curve around a tipping point)
public bool BackAndForth = false;
/// the tipping point at which to mirror the curve (between 0 and 1)
[MMCondition("BackAndForth", true)]
public float BackAndForthMirrorPoint = 0.5f;
/// the list of signals to assemble to create the final signal
public MMRadioSignalGeneratorItemList SignalList;
/// how to clamp the result value
[MMVector("Min", "Max")]
public Vector2 Clamps = new Vector2(0f, 1f);
/// the amplitude of the signal
[Range(0f, 1f)]
public float Bias = 0.5f;
/// <summary>
/// On reset, we initialize our list
/// </summary>
void Reset()
{
SignalList = new MMRadioSignalGeneratorItemList(){
new MMRadioSignalGeneratorItem()
};
}
/// <summary>
/// Returns the y value of the generated signal curve, at the x time value specified in parameters
/// </summary>
/// <param name="time"></param>
/// <returns></returns>
public virtual float Evaluate(float time)
{
float level = 1f;
if (SignalList.Count <= 0)
{
return level;
}
time = ApplyBias(time, Bias);
for (int i = 0; i < SignalList.Count; i++)
{
if (SignalList[i].Active)
{
float newLevel = MMSignal.GetValueNormalized(time,
SignalList[i].SignalType, SignalList[i].Phase,
SignalList[i].Amplitude, SignalList[i].Frequency, SignalList[i].Offset,
SignalList[i].Invert, SignalList[i].Curve, SignalList[i].TweenCurve,
true, Clamps.x, Clamps.y, BackAndForth, BackAndForthMirrorPoint);
level = (SignalList[i].Mode == MMRadioSignalGeneratorItem.GeneratorItemModes.Multiply) ? level * newLevel : level + newLevel;
}
}
CurrentLevel *= GlobalMultiplier;
CurrentLevel = Mathf.Clamp(CurrentLevel, Clamps.x, Clamps.y);
return level;
}
/// <summary>
/// On Shake, we shake our level if needed
/// </summary>
protected override void Shake()
{
base.Shake();
if (!Playing)
{
return;
}
if (SignalMode == SignalModes.OneTime)
{
float elapsedTime = TimescaleTime - _shakeStartedTimestamp;
CurrentLevel = Evaluate(MMMaths.Remap(elapsedTime, 0f, Duration, 0f, 1f));
}
else
{
CurrentLevel = Evaluate(DriverTime);
}
}
/// <summary>
/// Once the shake is complete, we apply our final level
/// </summary>
protected override void ShakeComplete()
{
base.ShakeComplete();
CurrentLevel = Evaluate(1f);
}
/// <summary>
/// returns a custom value to display in the graph in inspector
/// </summary>
/// <param name="time"></param>
/// <returns></returns>
public override float GraphValue(float time)
{
time = ApplyBias(time, Bias);
return Evaluate(time);
}
}
/// <summary>
/// A class used to store generator items and their properties
/// </summary>
[System.Serializable]
public class MMRadioSignalGeneratorItem
{
/// whether this individual signal should be multiplied or added to the rest
public enum GeneratorItemModes { Multiply, Additive }
/// whether to take this signal into account in the generator or not
public bool Active = true;
/// the type of this signal
public MMSignal.SignalType SignalType = MMSignal.SignalType.Sine;
/// if the type is animation curve, the curve to consider
[MMEnumCondition("SignalType", (int)MMSignal.SignalType.AnimationCurve)]
public AnimationCurve Curve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1));
/// if the type is MMTween, the tween to consider
[MMEnumCondition("SignalType", (int)MMSignal.SignalType.MMTween)]
public MMTween.MMTweenCurve TweenCurve = MMTween.MMTweenCurve.EaseInOutQuartic;
/// the selected mode (multiply or additive)
public GeneratorItemModes Mode = GeneratorItemModes.Multiply;
/// the phase of the signal
[Range(-1f, 1f)]
public float Phase = 0f;
/// the frequency of the signal
[Range(0f, 10f)]
public float Frequency = 5f;
/// the amplitude of the signal
[Range(0f, 1f)]
public float Amplitude = 1f;
/// the offset of the signal
[Range(-1f, 1f)]
public float Offset = 0f;
/// whether or not to vertically invert the signal
public bool Invert = false;
}
/// <summary>
/// A reorderable list type used to store generator items
/// </summary>
[System.Serializable]
public class MMRadioSignalGeneratorItemList : MMReorderableArray<MMRadioSignalGeneratorItem>
{
}
}