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CrowdControl/Assets/Feel/MMTools/Tools/MMTween/MMAnimationCurveGenerator.cs

101 lines
3.3 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System;
using System.Reflection;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace MoreMountains.Tools
{
/// <summary>
/// This class will let you create and save a .curves asset in the specified path
/// This asset will include curves (anti or not) from the MMTween library, to use anywhere animation curves are required
/// </summary>
public class MMAnimationCurveGenerator : MonoBehaviour
{
[Header("Save settings")]
/// the path to save the asset at
public string AnimationCurveFilePath = "Assets/MMTools/MMTween/Editor/";
/// the name of the asset
public string AnimationCurveFileName = "MMCurves.curves";
[Header("Animation Curves")]
/// the dots resolution (higher is better)
public int Resolution = 50;
/// whether to generate anti curves (y goes from 1 to 0) or regular ones (y goes from 0 to 1)
public bool GenerateAntiCurves = false;
[MMInspectorButton("GenerateAnimationCurvesAsset")]
public bool GenerateAnimationCurvesButton;
protected Type _scriptableObjectType;
protected Keyframe _keyframe = new Keyframe();
protected MethodInfo _addMethodInfo;
protected object[] _parameters;
/// <summary>
/// Generates the asset and saves it at the requested path
/// </summary>
public virtual void GenerateAnimationCurvesAsset()
{
// we get the method to add to our object
_scriptableObjectType = Type.GetType("UnityEditor.CurvePresetLibrary, UnityEditor");
_addMethodInfo = _scriptableObjectType.GetMethod("Add");
// we create a new instance of our curve asset
ScriptableObject curveAsset = ScriptableObject.CreateInstance(_scriptableObjectType);
// for each type of curve, we create an animation curve
foreach (MMTween.MMTweenCurve curve in Enum.GetValues(typeof(MMTween.MMTweenCurve)))
{
CreateAnimationCurve(curveAsset, curve, Resolution, GenerateAntiCurves);
}
// we save it to file
#if UNITY_EDITOR
AssetDatabase.CreateAsset(curveAsset, AnimationCurveFilePath + AnimationCurveFileName);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
#endif
}
/// <summary>
/// Creates an animation curve of the specified type and resolution, and adds it to the specified asset
/// </summary>
/// <param name="asset"></param>
/// <param name="curveType"></param>
/// <param name="curveResolution"></param>
/// <param name="anti"></param>
protected virtual void CreateAnimationCurve(ScriptableObject asset, MMTween.MMTweenCurve curveType, int curveResolution, bool anti)
{
// generates an animation curve
AnimationCurve animationCurve = new AnimationCurve();
for (int i = 0; i < curveResolution; i++)
{
_keyframe.time = i / (curveResolution - 1f);
if (anti)
{
_keyframe.value = MMTween.Tween(_keyframe.time, 0f, 1f, 1f, 0f, curveType);
}
else
{
_keyframe.value = MMTween.Tween(_keyframe.time, 0f, 1f, 0f, 1f, curveType);
}
animationCurve.AddKey(_keyframe);
}
// smoothes the curve's tangents
for (int j = 0; j < curveResolution; j++)
{
animationCurve.SmoothTangents(j, 0f);
}
// we add the curve to the scriptable object
_parameters = new object[] { animationCurve, curveType.ToString() };
_addMethodInfo.Invoke(asset, _parameters);
}
}
}