using System.Collections; using System.Collections.Generic; using UnityEngine; namespace MoreMountains.Tools { /// /// This component will automatically update scale and rotation /// Put it one level below the top, and have the model one level below that /// Hierarchy should be as follows : /// /// Parent (where the logic (and optionnally rigidbody lies) /// - MMSquashAndStretch /// - - Model / sprite /// /// Make sure this intermediary layer only has one child /// If movement feels glitchy make sure your rigidbody is on Interpolate /// [AddComponentMenu("More Mountains/Tools/Movement/MMSquashAndStretch")] public class MMSquashAndStretch : MonoBehaviour { public enum Timescales { Regular, Unscaled } public enum Modes { Rigidbody, Rigidbody2D, Position } [MMInformation("This component will apply squash and stretch based on velocity (either position based or computed from a Rigidbody. It has to be put on an intermediary level in the hierarchy, between the logic (top level) and the model (bottom level).", MMInformationAttribute.InformationType.Info, false)] [Header("Velocity Detection")] /// the possible ways to get velocity from public Modes Mode = Modes.Position; /// whether we should use deltaTime or unscaledDeltaTime; public Timescales Timescale = Timescales.Regular; [Header("Settings")] /// the intensity of the squash and stretch public float Intensity = 0.02f; /// the maximum velocity of your parent object, used to remap the computed one public float MaximumVelocity = 1f; [Header("Rescale")] /// the minimum scale to apply to this object public Vector2 MinimumScale = new Vector2(0.5f, 0.5f); /// the maximum scale to apply to this object public Vector2 MaximumScale = new Vector2(2f, 2f); [Header("Squash")] /// if this is true, the object will squash once velocity goes below the specified threshold public bool AutoSquashOnStop = false; /// the curve to apply when squashing the object (this describes scale on x and z, will be inverted for y to maintain mass) public AnimationCurve SquashCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1f), new Keyframe(1, 0f)); /// the velocity threshold after which a squash can be triggered if the object stops public float SquashVelocityThreshold = 0.1f; /// the maximum duration of the squash (will be reduced if velocity is low) [MMVector("Min","Max")] public Vector2 SquashDuration = new Vector2(0.25f, 0.5f); /// the maximum intensity of the squash [MMVector("Min", "Max")] public Vector2 SquashIntensity = new Vector2(0f, 1f); [Header("Spring")] /// whether or not to add extra spring to the squash and stretch public bool Spring = false; /// the damping to apply to the spring [MMCondition("Spring", true)] public float SpringDamping = 0.3f; /// the spring's frequency [MMCondition("Spring", true)] public float SpringFrequency = 3f; /// the speed of the spring [MMCondition("Spring", true)] public float SpringSpeed = 10f; [Header("Debug")] [MMReadOnly] /// the current velocity of the parent object public Vector3 Velocity; [MMReadOnly] /// the remapped velocity public float RemappedVelocity; [MMReadOnly] /// the current velocity magnitude public float VelocityMagnitude; public float TimescaleTime { get { return (Timescale == Timescales.Regular) ? Time.time : Time.unscaledTime; } } public float TimescaleDeltaTime { get { return (Timescale == Timescales.Regular) ? Time.deltaTime : Time.unscaledDeltaTime; } } protected Rigidbody2D _rigidbody2D; protected Rigidbody _rigidbody; protected Transform _childTransform; protected Transform _parentTransform; protected Vector3 _direction; protected Vector3 _previousPosition; protected Vector3 _newLocalScale; protected Vector3 _initialScale; protected Quaternion _newRotation = Quaternion.identity; protected Quaternion _deltaRotation; protected float _squashStartedAt = 0f; protected bool _squashing = false; protected float _squashIntensity; protected float _squashDuration; protected bool _movementStarted = false; protected float _lastVelocity = 0f; protected Vector3 _springScale; protected Vector3 _springVelocity = Vector3.zero; /// /// On start, we initialize our component /// protected virtual void Start() { Initialization(); } /// /// Stores the initial scale, grabs the rigidbodies (or tries to), as well as the parent and child /// protected virtual void Initialization() { _initialScale = this.transform.localScale; _springScale = _initialScale; _rigidbody = this.transform.parent.GetComponent(); _rigidbody2D = this.transform.parent.GetComponent(); _childTransform = this.transform.GetChild(0).transform; _parentTransform = this.transform.parent.GetComponent(); _previousPosition = _parentTransform.position; } /// /// On late update, we apply our squash and stretch effect /// protected virtual void LateUpdate() { SquashAndStretch(); } /// /// Computes velocity and applies the effect /// protected virtual void SquashAndStretch() { if (TimescaleDeltaTime <= 0f) { return; } ComputeVelocityAndDirection(); ComputeNewRotation(); ComputeNewLocalScale(); StorePreviousPosition(); } /// /// Determines the current velocity and direction of the parent object /// protected virtual void ComputeVelocityAndDirection() { Velocity = Vector3.zero; switch (Mode) { case Modes.Rigidbody: Velocity = _rigidbody.velocity; break; case Modes.Rigidbody2D: Velocity = _rigidbody2D.velocity; break; case Modes.Position: Velocity = (_previousPosition - _parentTransform.position) / TimescaleDeltaTime; break; } VelocityMagnitude = Velocity.magnitude; RemappedVelocity = MMMaths.Remap(VelocityMagnitude, 0f, MaximumVelocity, 0f, 1f); _direction = Vector3.Normalize(Velocity); if (AutoSquashOnStop) { // if we've moved fast enough and have now stopped, we trigger a squash if (VelocityMagnitude > SquashVelocityThreshold) { _movementStarted = true; _lastVelocity = Mathf.Clamp(VelocityMagnitude, 0f, MaximumVelocity); } else if (_movementStarted) { _movementStarted = false; _squashing = true; float duration = MMMaths.Remap(_lastVelocity, 0f, MaximumVelocity, SquashDuration.x, SquashDuration.y); float intensity = MMMaths.Remap(_lastVelocity, 0f, MaximumVelocity, SquashIntensity.x, SquashIntensity.y); Squash(duration, intensity); } } } /// /// Computes a new rotation for both this object and the child /// protected virtual void ComputeNewRotation() { if (VelocityMagnitude > 0.01f) { _newRotation = Quaternion.FromToRotation(Vector3.up, _direction); } _deltaRotation = _parentTransform.rotation; this.transform.rotation = _newRotation; _childTransform.rotation = _deltaRotation; } /// /// Computes a new local scale for this object /// protected virtual void ComputeNewLocalScale() { if (_squashing) { float elapsed = MMMaths.Remap(TimescaleTime - _squashStartedAt, 0f, _squashDuration, 0f, 1f); _newLocalScale.x = _initialScale.x + SquashCurve.Evaluate(elapsed) * _squashIntensity; _newLocalScale.y = _initialScale.y - SquashCurve.Evaluate(elapsed) * _squashIntensity; _newLocalScale.z = _initialScale.z + SquashCurve.Evaluate(elapsed) * _squashIntensity; if (elapsed >= 1f) { _squashing = false; } } else { _newLocalScale.x = Mathf.Clamp01(1f / (RemappedVelocity + 0.001f)); _newLocalScale.y = RemappedVelocity; _newLocalScale.z = Mathf.Clamp01(1f / (RemappedVelocity + 0.001f)); _newLocalScale = Vector3.Lerp(Vector3.one, _newLocalScale, VelocityMagnitude * Intensity); } _newLocalScale.x = Mathf.Clamp(_newLocalScale.x, MinimumScale.x, MaximumScale.x); _newLocalScale.y = Mathf.Clamp(_newLocalScale.y, MinimumScale.y, MaximumScale.y); if (Spring) { MMMaths.Spring(ref _springScale, _newLocalScale, ref _springVelocity, SpringDamping, SpringFrequency, SpringSpeed, Time.deltaTime); _newLocalScale = _springScale; } this.transform.localScale = _newLocalScale; } /// /// Stores the previous position of the parent to compute velocity /// protected virtual void StorePreviousPosition() { _previousPosition = _parentTransform.position; } /// /// Triggered either directly or via the AutoSquash setting, this squashes the object (usually after a contact / stop) /// /// /// public virtual void Squash(float duration, float intensity) { _squashStartedAt = TimescaleTime; _squashing = true; _squashIntensity = intensity; _squashDuration = duration; } } }