using MoreMountains.Tools; using System.Collections; using UnityEngine; namespace MoreMountains.Feedbacks { /// /// This feedback will let you target (almost) any property, on any object in your scene. /// It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + /// to update that property over time /// [AddComponentMenu("")] [FeedbackHelp("This feedback will let you target (almost) any property, on any object in your scene. " + "It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + "to update that property over time.")] [FeedbackPath("GameObject/Property")] public class MMF_Property : MMF_Feedback { /// a static bool used to disable all feedbacks of this type at once public static bool FeedbackTypeAuthorized = true; /// the duration of this feedback is the duration of the target property, or 0 if instant public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { if (Mode != Modes.Instant) { Duration = value; } } } /// sets the inspector color for this feedback #if UNITY_EDITOR public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.GameObjectColor; } } public override bool EvaluateRequiresSetup() { return (Target == null); } public override string RequiresSetupText { get { return "This feedback requires that a Target be set to be able to work properly. You can set one below."; } } #endif public override bool HasRandomness => true; public override bool HasCustomInspectors => true; /// the possible modes for this feedback public enum Modes { OverTime, Instant, ToDestination } [MMFInspectorGroup("Target Property", true, 12)] /// the receiver to write the level to [Tooltip("the receiver to write the level to")] public MMPropertyReceiver Target; [MMFInspectorGroup("Mode", true, 29)] /// whether the feedback should affect the target property instantly or over a period of time [Tooltip("whether the feedback should affect the target property instantly or over a period of time")] public Modes Mode = Modes.OverTime; /// how long the target property should change over time [Tooltip("how long the target property should change over time")] [MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ToDestination)] public float Duration = 0.2f; /// whether or not that target property should be turned off on start [Tooltip("whether or not that target property should be turned off on start")] public bool StartsOff = false; /// whether or not the values should be relative or not [Tooltip("whether or not the values should be relative or not")] public bool RelativeValues = true; /// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over [Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")] public bool AllowAdditivePlays = false; /// if this is true, initial value will be computed for every play, otherwise only once, on initialization [Tooltip("if this is true, initial value will be computed for every play, otherwise only once, on initialization")] public bool DetermineInitialValueOnPlay = false; [MMFInspectorGroup("Level", true, 30)] /// the curve to tween the intensity on [Tooltip("the curve to tween the intensity on")] [MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ToDestination)] public MMTweenType LevelCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0))); /// the value to remap the intensity curve's 0 to [Tooltip("the value to remap the intensity curve's 0 to")] [MMFEnumCondition("Mode", (int)Modes.OverTime)] public float RemapLevelZero = 0f; /// the value to remap the intensity curve's 1 to [Tooltip("the value to remap the intensity curve's 1 to")] [MMFEnumCondition("Mode", (int)Modes.OverTime)] public float RemapLevelOne = 1f; /// the value to move the intensity to in instant mode [Tooltip("the value to move the intensity to in instant mode")] [MMFEnumCondition("Mode", (int)Modes.Instant)] public float InstantLevel; /// the value towards which to animate when in ToDestination mode [Tooltip("the value towards which to animate when in ToDestination mode")] [MMFEnumCondition("Mode", (int)Modes.ToDestination)] public float ToDestinationLevel = 5f; protected float _initialIntensity; protected Coroutine _coroutine; /// /// On init we turn the target property off if needed /// /// protected override void CustomInitialization(MMF_Player owner) { base.CustomInitialization(owner); Target.Initialization(Owner.gameObject); GetInitialIntensity(); if (Active) { if (StartsOff) { Turn(false); } } } /// /// Stores the current level of the target /// protected virtual void GetInitialIntensity() { _initialIntensity = Target.Level; } /// /// On Play we turn our target property on and start an over time coroutine if needed /// /// /// protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (!Active || !FeedbackTypeAuthorized) { return; } if (DetermineInitialValueOnPlay) { GetInitialIntensity(); } Turn(true); float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position); switch (Mode) { case Modes.Instant: Target.SetLevel(InstantLevel); break; case Modes.OverTime: if (!AllowAdditivePlays && (_coroutine != null)) { return; } _coroutine = Owner.StartCoroutine(UpdateValueSequence(intensityMultiplier)); break; case Modes.ToDestination: _coroutine = Owner.StartCoroutine(ToDestinationSequence(intensityMultiplier)); break; } } /// /// This coroutine will animate the target property's value towards the defined ToDestinationLevel. /// Note that in RelativeValue mode, this ToDestinationLevel will be added to the initial value /// /// protected virtual IEnumerator ToDestinationSequence(float intensityMultiplier) { float journey = NormalPlayDirection ? 0f : FeedbackDuration; float initialValue = Target.Level; float destinationValue = ToDestinationLevel; if (RelativeValues) { destinationValue += _initialIntensity; } while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0)) { float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f); SetValues(remappedTime, intensityMultiplier, initialValue, destinationValue, false); journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime; yield return null; } SetValues(FinalNormalizedTime, intensityMultiplier, initialValue, destinationValue, false); if (StartsOff) { Turn(false); } _coroutine = null; yield return null; } /// /// This coroutine will modify the values on the target property /// /// protected virtual IEnumerator UpdateValueSequence(float intensityMultiplier) { float journey = NormalPlayDirection ? 0f : FeedbackDuration; while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0)) { float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f); SetValues(remappedTime, intensityMultiplier, RemapLevelZero, RemapLevelOne, true); journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime; yield return null; } SetValues(FinalNormalizedTime, intensityMultiplier, RemapLevelZero, RemapLevelOne, true); if (StartsOff) { Turn(false); } _coroutine = null; yield return null; } /// /// Sets the various values on the target property on a specified time (between 0 and 1) /// /// protected virtual void SetValues(float time, float intensityMultiplier, float remapZero, float remapOne, bool applyRelative) { float intensity = MMTween.Tween(time, 0f, 1f, remapZero, remapOne, LevelCurve); intensity *= intensityMultiplier; if (applyRelative && RelativeValues) { intensity += _initialIntensity; } Target.SetLevel(intensity); } /// /// Turns the target property object off on stop if needed /// /// /// protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1) { base.CustomStopFeedback(position, feedbacksIntensity); if (Active) { if (_coroutine != null) { Owner.StopCoroutine(_coroutine); _coroutine = null; Target.SetLevel(_initialIntensity); } if (StartsOff) { Turn(false); } } } /// /// Turns the target object on or off /// /// protected virtual void Turn(bool status) { if (Target.TargetComponent.gameObject != null) { Target.TargetComponent.gameObject.SetActive(status); } } /// /// On restore, we put our object back at its initial position /// protected override void CustomRestoreInitialValues() { if (!Active || !FeedbackTypeAuthorized) { return; } if (StartsOff) { Turn(false); } Target.SetLevel(_initialIntensity); } } }