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204 lines
6.7 KiB
C#
204 lines
6.7 KiB
C#
using MoreMountains.Tools;
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using System.Collections;
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using UnityEngine;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback will let you target (almost) any property, on any object in your scene.
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/// It also works on scriptable objects. Drag an object, select a property, and setup your feedback " +
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/// to update that property over time
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback will let you target (almost) any property, on any object in your scene. " +
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"It also works on scriptable objects. Drag an object, select a property, and setup your feedback " +
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"to update that property over time.")]
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[FeedbackPath("GameObject/Property")]
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public class MMFeedbackProperty : MMFeedback
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{
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/// the duration of this feedback is the duration of the target property, or 0 if instant
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public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { if (Mode != Modes.Instant) { Duration = value; } } }
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/// sets the inspector color for this feedback
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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.GameObjectColor; } }
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#endif
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/// the possible modes for this feedback
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public enum Modes { OverTime, Instant }
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[Header("Target Property")]
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/// the receiver to write the level to
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[Tooltip("the receiver to write the level to")]
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public MMPropertyReceiver Target;
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[Header("Mode")]
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/// whether the feedback should affect the target property instantly or over a period of time
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[Tooltip("whether the feedback should affect the target property instantly or over a period of time")]
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public Modes Mode = Modes.OverTime;
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/// how long the target property should change over time
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[Tooltip("how long the target property should change over time")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime)]
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public float Duration = 0.2f;
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/// whether or not that target property should be turned off on start
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[Tooltip("whether or not that target property should be turned off on start")]
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public bool StartsOff = false;
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/// whether or not the values should be relative or not
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[Tooltip("whether or not the values should be relative or not")]
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public bool RelativeValues = true;
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/// 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
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[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")]
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public bool AllowAdditivePlays = false;
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[Header("Level")]
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/// the curve to tween the intensity on
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[Tooltip("the curve to tween the intensity on")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime)]
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public MMTweenType LevelCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
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/// the value to remap the intensity curve's 0 to
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[Tooltip("the value to remap the intensity curve's 0 to")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime)]
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public float RemapLevelZero = 0f;
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/// the value to remap the intensity curve's 1 to
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[Tooltip("the value to remap the intensity curve's 1 to")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime)]
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public float RemapLevelOne = 1f;
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/// the value to move the intensity to in instant mode
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[Tooltip("the value to move the intensity to in instant mode")]
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[MMFEnumCondition("Mode", (int)Modes.Instant)]
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public float InstantLevel;
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protected float _initialIntensity;
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protected Coroutine _coroutine;
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/// <summary>
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/// On init we turn the target property off if needed
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/// </summary>
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/// <param name="owner"></param>
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protected override void CustomInitialization(GameObject owner)
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{
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base.CustomInitialization(owner);
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Target.Initialization(this.gameObject);
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_initialIntensity = Target.Level;
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if (Active)
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{
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if (StartsOff)
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{
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Turn(false);
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}
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}
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}
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/// <summary>
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/// On Play we turn our target property on and start an over time coroutine if needed
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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if (Active)
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{
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Turn(true);
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float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
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switch (Mode)
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{
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case Modes.Instant:
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Target.SetLevel(InstantLevel);
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break;
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case Modes.OverTime:
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if (!AllowAdditivePlays && (_coroutine != null))
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{
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return;
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}
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_coroutine = StartCoroutine(UpdateValueSequence(intensityMultiplier));
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break;
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}
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}
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}
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/// <summary>
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/// This coroutine will modify the values on the target property
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator UpdateValueSequence(float intensityMultiplier)
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{
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float journey = NormalPlayDirection ? 0f : FeedbackDuration;
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while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
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{
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float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
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SetValues(remappedTime, intensityMultiplier);
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journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
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yield return null;
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}
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SetValues(FinalNormalizedTime, intensityMultiplier);
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if (StartsOff)
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{
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Turn(false);
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}
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_coroutine = null;
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yield return null;
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}
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/// <summary>
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/// Sets the various values on the target property on a specified time (between 0 and 1)
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/// </summary>
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/// <param name="time"></param>
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protected virtual void SetValues(float time, float intensityMultiplier)
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{
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float intensity = MMTween.Tween(time, 0f, 1f, RemapLevelZero, RemapLevelOne, LevelCurve);
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intensity *= intensityMultiplier;
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if (RelativeValues)
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{
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intensity += _initialIntensity;
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}
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Target.SetLevel(intensity);
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}
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/// <summary>
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/// Turns the target property object off on stop if needed
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
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{
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base.CustomStopFeedback(position, feedbacksIntensity);
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if (Active)
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{
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if (_coroutine != null)
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{
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StopCoroutine(_coroutine);
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_coroutine = null;
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SetValues(_initialIntensity, 1f);
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}
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if (StartsOff)
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{
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Turn(false);
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}
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}
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}
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/// <summary>
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/// Turns the target object on or off
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/// </summary>
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/// <param name="status"></param>
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protected virtual void Turn(bool status)
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{
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if (Target.TargetComponent.gameObject != null)
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{
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Target.TargetComponent.gameObject.SetActive(status);
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}
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}
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}
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} |