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185 lines
7.7 KiB
C#
185 lines
7.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using MoreMountains.Tools;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback will trigger a one time play on a target FloatController
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback lets you trigger a one time play on a target FloatController.")]
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[FeedbackPath("GameObject/FloatController")]
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public class MMFeedbackFloatController : MMFeedback
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{
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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/// the different possible modes
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public enum Modes { OneTime, ToDestination }
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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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[Header("Float Controller")]
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/// the mode this controller is in
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[Tooltip("the mode this controller is in")]
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public Modes Mode = Modes.OneTime;
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/// the float controller to trigger a one time play on
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[Tooltip("the float controller to trigger a one time play on")]
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public FloatController TargetFloatController;
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/// whether this should revert to original at the end
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[Tooltip("whether this should revert to original at the end")]
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public bool RevertToInitialValueAfterEnd = false;
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/// the duration of the One Time shake
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[Tooltip("the duration of the One Time shake")]
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[MMFEnumCondition("Mode", (int)Modes.OneTime)]
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public float OneTimeDuration = 1f;
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/// the amplitude of the One Time shake (this will be multiplied by the curve's height)
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[Tooltip("the amplitude of the One Time shake (this will be multiplied by the curve's height)")]
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[MMFEnumCondition("Mode", (int)Modes.OneTime)]
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public float OneTimeAmplitude = 1f;
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/// the low value to remap the normalized curve value to
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[Tooltip("the low value to remap the normalized curve value to")]
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[MMFEnumCondition("Mode", (int)Modes.OneTime)]
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public float OneTimeRemapMin = 0f;
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/// the high value to remap the normalized curve value to
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[Tooltip("the high value to remap the normalized curve value to")]
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[MMFEnumCondition("Mode", (int)Modes.OneTime)]
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public float OneTimeRemapMax = 1f;
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/// the curve to apply to the one time shake
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[Tooltip("the curve to apply to the one time shake")]
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[MMFEnumCondition("Mode", (int)Modes.OneTime)]
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public AnimationCurve OneTimeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// the value to move this float controller to
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[Tooltip("the value to move this float controller to")]
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[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
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public float ToDestinationValue = 1f;
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/// the duration over which to move the value
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[Tooltip("the duration over which to move the value")]
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[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
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public float ToDestinationDuration = 1f;
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/// the curve over which to move the value in ToDestination mode
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[Tooltip("the curve over which to move the value in ToDestination mode")]
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[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
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public AnimationCurve ToDestinationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// the duration of this feedback is the duration of the one time hit
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public override float FeedbackDuration
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{
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get { return (Mode == Modes.OneTime) ? ApplyTimeMultiplier(OneTimeDuration) : ApplyTimeMultiplier(ToDestinationDuration); }
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set { OneTimeDuration = value; ToDestinationDuration = value; }
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}
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protected float _oneTimeDurationStorage;
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protected float _oneTimeAmplitudeStorage;
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protected float _oneTimeRemapMinStorage;
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protected float _oneTimeRemapMaxStorage;
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protected AnimationCurve _oneTimeCurveStorage;
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protected float _toDestinationValueStorage;
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protected float _toDestinationDurationStorage;
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protected AnimationCurve _toDestinationCurveStorage;
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protected bool _revertToInitialValueAfterEndStorage;
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/// <summary>
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/// On init we grab our initial values on the target float controller
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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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if (Active && (TargetFloatController != null))
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{
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_oneTimeDurationStorage = TargetFloatController.OneTimeDuration;
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_oneTimeAmplitudeStorage = TargetFloatController.OneTimeAmplitude;
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_oneTimeCurveStorage = TargetFloatController.OneTimeCurve;
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_oneTimeRemapMinStorage = TargetFloatController.OneTimeRemapMin;
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_oneTimeRemapMaxStorage = TargetFloatController.OneTimeRemapMax;
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_toDestinationCurveStorage = TargetFloatController.ToDestinationCurve;
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_toDestinationDurationStorage = TargetFloatController.ToDestinationDuration;
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_toDestinationValueStorage = TargetFloatController.ToDestinationValue;
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_revertToInitialValueAfterEndStorage = TargetFloatController.RevertToInitialValueAfterEnd;
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}
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}
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/// <summary>
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/// On play we trigger a one time or ToDestination play on our target float controller
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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 || !FeedbackTypeAuthorized || (TargetFloatController == null))
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{
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return;
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}
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float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
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TargetFloatController.RevertToInitialValueAfterEnd = RevertToInitialValueAfterEnd;
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if (Mode == Modes.OneTime)
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{
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TargetFloatController.OneTimeDuration = FeedbackDuration;
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TargetFloatController.OneTimeAmplitude = OneTimeAmplitude;
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TargetFloatController.OneTimeCurve = OneTimeCurve;
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if (NormalPlayDirection)
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{
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TargetFloatController.OneTimeRemapMin = OneTimeRemapMin * intensityMultiplier;
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TargetFloatController.OneTimeRemapMax = OneTimeRemapMax * intensityMultiplier;
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}
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else
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{
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TargetFloatController.OneTimeRemapMin = OneTimeRemapMax * intensityMultiplier;
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TargetFloatController.OneTimeRemapMax = OneTimeRemapMin * intensityMultiplier;
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}
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TargetFloatController.OneTime();
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}
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if (Mode == Modes.ToDestination)
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{
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TargetFloatController.ToDestinationCurve = ToDestinationCurve;
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TargetFloatController.ToDestinationDuration = FeedbackDuration;
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TargetFloatController.ToDestinationValue = ToDestinationValue;
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TargetFloatController.ToDestination();
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}
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}
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/// <summary>
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/// On reset we reset our values on the target controller with the ones stored initially
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/// </summary>
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protected override void CustomReset()
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{
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base.CustomReset();
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if (Active && FeedbackTypeAuthorized && (TargetFloatController != null))
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{
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TargetFloatController.OneTimeDuration = _oneTimeDurationStorage;
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TargetFloatController.OneTimeAmplitude = _oneTimeAmplitudeStorage;
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TargetFloatController.OneTimeCurve = _oneTimeCurveStorage;
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TargetFloatController.OneTimeRemapMin = _oneTimeRemapMinStorage;
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TargetFloatController.OneTimeRemapMax = _oneTimeRemapMaxStorage;
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TargetFloatController.ToDestinationCurve = _toDestinationCurveStorage;
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TargetFloatController.ToDestinationDuration = _toDestinationDurationStorage;
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TargetFloatController.ToDestinationValue = _toDestinationValueStorage;
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TargetFloatController.RevertToInitialValueAfterEnd = _revertToInitialValueAfterEndStorage;
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}
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}
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/// <summary>
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/// On stop, we interrupt movement if it was active
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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 = 1.0f)
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{
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if (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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if (TargetFloatController != null)
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{
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TargetFloatController.Stop();
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}
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}
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}
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} |