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CrowdControl/Assets/Feel/MMTools/Tools/MMRadio/MMEmitterReceiver/MMEmmiterReceiver.cs

78 lines
2.8 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// This component lets you very easily have one property drive the value of another property.
/// To do so, drag the object with the property you want to "read" from into the Emitter Property slot, then select the component the property is on, and finally the property itself.
/// Then drag the object with the property you want to "write" to into the ReceiverProperty slot, and pick the property you want to drive with the emitter's value.
/// </summary>
public class MMEmmiterReceiver : MonoBehaviour
{
[MMInformation(
"This component lets you very easily have one property drive the value of another property. " +
"To do so, drag the object with the property you want to 'read' from into the Emitter Property slot, then select the component the property is on, and finally the property itself." +
"Then drag the object with the property you want to 'write' to into the ReceiverProperty slot, and pick the property you want to drive with the emitter's value.",
MoreMountains.Tools.MMInformationAttribute.InformationType.Info, false)]
public bool Emitting = true;
[Header("Emitter")]
/// the property whose value you want to read and to have drive the ReceiverProperty's value
[Tooltip("the property whose value you want to read and to have drive the ReceiverProperty's value")]
public MMPropertyEmitter EmitterProperty;
[Header("Receiver")]
/// the property whose value you want to be driven by the EmitterProperty's value
[Tooltip("the property whose value you want to be driven by the EmitterProperty's value")]
public MMPropertyReceiver ReceiverProperty;
/// a delegate to handle value changes
public delegate void OnValueChangeDelegate();
/// what to do on value change
public OnValueChangeDelegate OnValueChange;
protected float _levelLastFrame;
/// <summary>
/// On Awake we initialize both properties
/// </summary>
protected virtual void Awake()
{
EmitterProperty.Initialization(EmitterProperty.TargetComponent.gameObject);
ReceiverProperty.Initialization(ReceiverProperty.TargetComponent.gameObject);
}
/// <summary>
/// On Update we emit our value to our receiver
/// </summary>
protected virtual void Update()
{
EmitValue();
}
/// <summary>
/// If needed, reads the current level of the emitter and sets it to the receiver
/// </summary>
protected virtual void EmitValue()
{
if (!Emitting)
{
return;
}
float level = EmitterProperty.GetLevel();
if (level != _levelLastFrame)
{
// we trigger a value change event
OnValueChange?.Invoke();
ReceiverProperty?.SetLevel(level);
}
_levelLastFrame = level;
}
}
}