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CrowdControl/Assets/Feel/MMTools/Tools/MMMovement/MMSquashAndStretch.cs

273 lines
9.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// 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
/// </summary>
[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;
/// <summary>
/// On start, we initialize our component
/// </summary>
protected virtual void Start()
{
Initialization();
}
/// <summary>
/// Stores the initial scale, grabs the rigidbodies (or tries to), as well as the parent and child
/// </summary>
protected virtual void Initialization()
{
_initialScale = this.transform.localScale;
_springScale = _initialScale;
_rigidbody = this.transform.parent.GetComponent<Rigidbody>();
_rigidbody2D = this.transform.parent.GetComponent<Rigidbody2D>();
_childTransform = this.transform.GetChild(0).transform;
_parentTransform = this.transform.parent.GetComponent<Transform>();
_previousPosition = _parentTransform.position;
}
/// <summary>
/// On late update, we apply our squash and stretch effect
/// </summary>
protected virtual void LateUpdate()
{
SquashAndStretch();
}
/// <summary>
/// Computes velocity and applies the effect
/// </summary>
protected virtual void SquashAndStretch()
{
if (TimescaleDeltaTime <= 0f)
{
return;
}
ComputeVelocityAndDirection();
ComputeNewRotation();
ComputeNewLocalScale();
StorePreviousPosition();
}
/// <summary>
/// Determines the current velocity and direction of the parent object
/// </summary>
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);
}
}
}
/// <summary>
/// Computes a new rotation for both this object and the child
/// </summary>
protected virtual void ComputeNewRotation()
{
if (VelocityMagnitude > 0.01f)
{
_newRotation = Quaternion.FromToRotation(Vector3.up, _direction);
}
_deltaRotation = _parentTransform.rotation;
this.transform.rotation = _newRotation;
_childTransform.rotation = _deltaRotation;
}
/// <summary>
/// Computes a new local scale for this object
/// </summary>
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;
}
/// <summary>
/// Stores the previous position of the parent to compute velocity
/// </summary>
protected virtual void StorePreviousPosition()
{
_previousPosition = _parentTransform.position;
}
/// <summary>
/// Triggered either directly or via the AutoSquash setting, this squashes the object (usually after a contact / stop)
/// </summary>
/// <param name="duration"></param>
/// <param name="intensity"></param>
public virtual void Squash(float duration, float intensity)
{
_squashStartedAt = TimescaleTime;
_squashing = true;
_squashIntensity = intensity;
_squashDuration = duration;
}
}
}