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

276 lines
6.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace MoreMountains.Tools
{
[System.Serializable]
public class MMRadioSignalOnValueChange : UnityEvent<float> { }
/// <summary>
/// A class used to define a signal, meant to be broadcasted by a MMRadioBroadcaster
/// It'll output a Level value to broadcast, using one time, persistent or driven modes
/// Meant to be extended
/// </summary>
public abstract class MMRadioSignal : MonoBehaviour
{
/// the possible modes a radio signal can operate on
/// - one time : plays its signal once, goes back to sleep
/// - outputs a signal constantly while not sleeping
/// - driven : lets you drive the level value from another script
public enum SignalModes { OneTime, Persistent, Driven }
/// whether this signal operates on scaled or unscaled time
public enum TimeScales { Unscaled, Scaled }
/// the level, to read from a MMRadioBroadcaster
public virtual float Level { get { return CurrentLevel; } }
/// the time, unscaled or scaled
public float TimescaleTime { get { return (TimeScale == TimeScales.Scaled) ? Time.time : Time.unscaledTime; } }
/// the delta time, unscaled or not
public float TimescaleDeltaTime { get { return (TimeScale == TimeScales.Scaled) ? Time.deltaTime : Time.unscaledDeltaTime; } }
[Header("Signal")]
/// the selected signal mode
public SignalModes SignalMode = SignalModes.Persistent;
/// the selected time scale
public TimeScales TimeScale = TimeScales.Unscaled;
/// the duration of the shake, in seconds
public float Duration = 2f;
/// a global multiplier to apply to the end result of the combination
public float GlobalMultiplier = 1f;
/// the current level, not to be read from a broadcaster (it's best to use the property than the field, fields generate garbage)
[MMReadOnly]
public float CurrentLevel = 0f;
[Header("Play Settings")]
/// whether or not this shaker is shaking right now
[MMReadOnly]
public bool Playing = false;
/// the driver time, that can be controlled from another class if you're in Driven mode
[Range(0f, 1f)]
public float DriverTime;
/// if this is true this shaker will play on awake
public bool PlayOnStart = true;
/// an event to trigger on value change
public MMRadioSignalOnValueChange OnValueChange;
/// a test button to start shaking
[Header(("Debug"))]
[MMInspectorButton("StartShaking")]
public bool StartShakingButton;
protected float _signalTime = 0f;
protected float _shakeStartedTimestamp;
protected float _levelLastFrame;
/// <summary>
/// On Awake we grab our volume and profile
/// </summary>
protected virtual void Awake()
{
Initialization();
if (PlayOnStart)
{
StartShaking();
}
this.enabled = PlayOnStart;
}
/// <summary>
/// Override this method to initialize your shaker
/// </summary>
protected virtual void Initialization()
{
CurrentLevel = 0f;
}
/// <summary>
/// Starts shaking the values
/// </summary>
public virtual void StartShaking()
{
if (Playing)
{
return;
}
else
{
this.enabled = true;
_shakeStartedTimestamp = TimescaleTime;
Playing = true;
ShakeStarts();
}
}
/// <summary>
/// Describes what happens when a shake starts
/// </summary>
protected virtual void ShakeStarts()
{
}
/// <summary>
/// On Update, we shake our values if needed, or reset if our shake has ended
/// </summary>
protected virtual void Update()
{
ProcessUpdate();
if (SignalMode == SignalModes.Driven)
{
ProcessDrivenMode();
}
else if (SignalMode == SignalModes.Persistent)
{
_signalTime += TimescaleDeltaTime;
if (_signalTime > Duration)
{
_signalTime = 0f;
}
DriverTime = MMMaths.Remap(_signalTime, 0f, Duration, 0f, 1f);
}
else if (SignalMode == SignalModes.OneTime)
{
}
if (Playing || (SignalMode == SignalModes.Driven))
{
Shake();
}
if ((SignalMode == SignalModes.OneTime) && Playing && (TimescaleTime - _shakeStartedTimestamp > Duration))
{
ShakeComplete();
}
if (_levelLastFrame != Level)
{
ApplyLevel(Level);
}
_levelLastFrame = Level;
}
public virtual void ApplyLevel(float level)
{
if (OnValueChange != null)
{
OnValueChange.Invoke(level);
}
}
/// <summary>
/// A method to override to describe the behaviour in Driven mode
/// </summary>
protected virtual void ProcessDrivenMode()
{
}
/// <summary>
/// A method to override to describe what should happen at update
/// </summary>
protected virtual void ProcessUpdate()
{
}
/// <summary>
/// Override this method to implement shake over time
/// </summary>
protected virtual void Shake()
{
}
public virtual float GraphValue(float time)
{
return 0f;
}
/// <summary>
/// Describes what happens when the shake is complete
/// </summary>
protected virtual void ShakeComplete()
{
Playing = false;
this.enabled = false;
}
/// <summary>
/// On enable we start shaking if needed
/// </summary>
protected virtual void OnEnable()
{
StartShaking();
}
/// <summary>
/// On destroy we stop listening for events
/// </summary>
protected virtual void OnDestroy()
{
}
/// <summary>
/// On disable we complete our shake if it was in progress
/// </summary>
protected virtual void OnDisable()
{
if (Playing)
{
ShakeComplete();
}
}
/// <summary>
/// Starts this shaker
/// </summary>
public virtual void Play()
{
this.enabled = true;
}
/// <summary>
/// Starts this shaker
/// </summary>
public virtual void Stop()
{
ShakeComplete();
}
/// <summary>
/// Applies a bias to a time value
/// </summary>
/// <param name="t"></param>
/// <param name="bias"></param>
/// <returns></returns>
public virtual float ApplyBias(float t, float bias)
{
if (bias == 0.5f)
{
return t;
}
bias = MMMaths.Remap(bias, 0f, 1f, 1f, 0f);
float a = bias * 2.0f - 1.0f;
if (a < 0)
{
t = 1 - Mathf.Pow(1.0f - t, Mathf.Max(1 + a, .01f));
}
else
{
t = Mathf.Pow(t, Mathf.Max(1 - a, .01f));
}
return t;
}
}
}