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277 lines
7.9 KiB
C#
277 lines
7.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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#if MM_CINEMACHINE
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using Cinemachine;
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#endif
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using UnityEngine;
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using UnityEngine.Events;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// An abstract class that lets you define a zone that, when entered, enables a virtual camera, and takes care
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/// of all the boilerplate setup
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/// </summary>
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[AddComponentMenu("")]
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[ExecuteAlways]
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public abstract class MMCinemachineZone : MonoBehaviour
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{
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public enum Modes { Enable, Priority }
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[Header("Virtual Camera")]
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/// whether to enable/disable virtual cameras, or to play on their priority for transitions
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[Tooltip("whether to enable/disable virtual cameras, or to play on their priority for transitions")]
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public Modes Mode = Modes.Enable;
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/// whether or not the camera in this zone should start active
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[Tooltip("whether or not the camera in this zone should start active")]
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public bool CameraStartsActive = false;
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#if MM_CINEMACHINE
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/// the virtual camera associated to this zone (will try to grab one in children if none is set)
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[Tooltip("the virtual camera associated to this zone (will try to grab one in children if none is set)")]
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public CinemachineVirtualCamera VirtualCamera;
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#endif
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/// when in priority mode, the priority this camera should have when the zone is active
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[Tooltip("when in priority mode, the priority this camera should have when the zone is active")]
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[MMEnumCondition("Mode", (int)Modes.Priority)]
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public int EnabledPriority = 10;
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/// when in priority mode, the priority this camera should have when the zone is inactive
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[Tooltip("when in priority mode, the priority this camera should have when the zone is inactive")]
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[MMEnumCondition("Mode", (int)Modes.Priority)]
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public int DisabledPriority = 0;
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[Header("Collisions")]
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/// a layermask containing all the layers that should activate this zone
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[Tooltip("a layermask containing all the layers that should activate this zone")]
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public LayerMask TriggerMask;
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[Header("Confiner Setup")]
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/// whether or not the zone should auto setup its camera's confiner on start - alternative is to manually click the ManualSetupConfiner, or do your own setup
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[Tooltip("whether or not the zone should auto setup its camera's confiner on start - alternative is to manually click the ManualSetupConfiner, or do your own setup")]
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public bool SetupConfinerOnStart = false;
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/// a debug button used to setup the confiner on click
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[MMInspectorButton("ManualSetupConfiner")]
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public bool GenerateConfinerSetup;
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[Header("State")]
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/// whether this room is the current room or not
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[Tooltip("whether this room is the current room or not")]
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[MMReadOnly]
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public bool CurrentRoom = false;
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/// whether this room has already been visited or not
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[Tooltip("whether this room has already been visited or not")]
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public bool RoomVisited = false;
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[Header("Events")]
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/// a UnityEvent to trigger when entering the zone for the first time
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[Tooltip("a UnityEvent to trigger when entering the zone for the first time")]
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public UnityEvent OnEnterZoneForTheFirstTimeEvent;
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/// a UnityEvent to trigger when entering the zone
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[Tooltip("a UnityEvent to trigger when entering the zone")]
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public UnityEvent OnEnterZoneEvent;
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/// a UnityEvent to trigger when exiting the zone
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[Tooltip("a UnityEvent to trigger when exiting the zone")]
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public UnityEvent OnExitZoneEvent;
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[Header("Activation")]
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/// a list of gameobjects to enable when entering the zone, and disable when exiting it
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[Tooltip("a list of gameobjects to enable when entering the zone, and disable when exiting it")]
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public List<GameObject> ActivationList;
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[Header("Debug")]
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/// whether or not to draw shape gizmos to help visualize the zone's bounds
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[Tooltip("whether or not to draw shape gizmos to help visualize the zone's bounds")]
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public bool DrawGizmos = true;
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/// the color of the gizmos to draw in edit mode
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[Tooltip("the color of the gizmos to draw in edit mode")]
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public Color GizmosColor;
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protected GameObject _confinerGameObject;
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protected Vector3 _gizmoSize;
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#if MM_CINEMACHINE
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/// <summary>
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/// On Awake we proceed to init if app is playing
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/// </summary>
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protected virtual void Awake()
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{
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AlwaysInitialization();
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if (!Application.isPlaying)
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{
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return;
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}
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Initialization();
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}
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/// <summary>
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/// On Awake we initialize our collider
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/// </summary>
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protected virtual void AlwaysInitialization()
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{
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InitializeCollider();
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}
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/// <summary>
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/// On init we grab our virtual camera
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/// </summary>
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protected virtual void Initialization()
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{
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if (VirtualCamera == null)
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{
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VirtualCamera = GetComponentInChildren<CinemachineVirtualCamera>();
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}
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if (VirtualCamera == null)
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{
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Debug.LogWarning("[MMCinemachineZone2D] " + this.name + " : no virtual camera is attached to this zone. Set one in its inspector.");
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}
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if (SetupConfinerOnStart)
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{
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SetupConfinerGameObject();
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}
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foreach (GameObject go in ActivationList)
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{
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go.SetActive(false);
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}
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}
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/// <summary>
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/// On Start we setup the confiner
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/// </summary>
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protected virtual void Start()
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{
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if (!Application.isPlaying)
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{
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return;
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}
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if (SetupConfinerOnStart)
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{
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SetupConfiner();
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}
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StartCoroutine(EnableCamera(CameraStartsActive, 1));
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}
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/// <summary>
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/// Describes what happens when initializing the collider
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/// </summary>
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protected abstract void InitializeCollider();
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/// <summary>
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/// Describes what happens when setting up the confiner
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/// </summary>
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protected abstract void SetupConfiner();
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/// <summary>
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/// A method used to manually create a confiner
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/// </summary>
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protected virtual void ManualSetupConfiner()
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{
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Initialization();
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SetupConfiner();
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}
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/// <summary>
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/// Creates an object to host the confiner
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/// </summary>
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protected virtual void SetupConfinerGameObject()
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{
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// we remove the object if needed
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Transform child = this.transform.Find("Confiner");
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if (child != null)
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{
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DestroyImmediate(child.gameObject);
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}
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// we create an empty child object
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_confinerGameObject = new GameObject();
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_confinerGameObject.transform.localPosition = Vector3.zero;
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_confinerGameObject.transform.SetParent(this.transform);
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_confinerGameObject.name = "Confiner";
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}
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/// <summary>
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/// An extra test you can override to add extra collider conditions
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/// </summary>
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/// <param name="collider"></param>
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/// <returns></returns>
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protected virtual bool TestCollidingGameObject(GameObject collider)
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{
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return true;
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}
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/// <summary>
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/// Enables the camera, either via enabled state or priority
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/// </summary>
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/// <param name="state"></param>
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/// <param name="frames"></param>
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/// <returns></returns>
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protected virtual IEnumerator EnableCamera(bool state, int frames)
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{
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if (VirtualCamera == null)
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{
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yield break;
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}
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if (frames > 0)
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{
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yield return MMCoroutine.WaitForFrames(frames);
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}
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if (Mode == Modes.Enable)
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{
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VirtualCamera.enabled = state;
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}
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else if (Mode == Modes.Priority)
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{
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VirtualCamera.Priority = state ? EnabledPriority : DisabledPriority;
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}
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}
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protected virtual void EnterZone()
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{
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if (!RoomVisited)
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{
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OnEnterZoneForTheFirstTimeEvent.Invoke();
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}
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CurrentRoom = true;
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RoomVisited = true;
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OnEnterZoneEvent.Invoke();
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StartCoroutine(EnableCamera(true, 0));
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foreach(GameObject go in ActivationList)
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{
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go.SetActive(true);
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}
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}
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protected virtual void ExitZone()
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{
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CurrentRoom = false;
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OnExitZoneEvent.Invoke();
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StartCoroutine(EnableCamera(false, 0));
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foreach (GameObject go in ActivationList)
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{
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go.SetActive(false);
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}
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}
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/// <summary>
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/// On Reset we initialize our gizmo color
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/// </summary>
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protected virtual void Reset()
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{
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GizmosColor = MMColors.RandomColor();
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GizmosColor.a = 0.2f;
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}
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#endif
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}
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} |