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95 lines
2.3 KiB
C#
95 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// This component, added to a line renderer, will let you fill a list of transforms, and bind their positions to the linerenderer's positions.
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/// </summary>
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[RequireComponent(typeof(LineRenderer))]
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public class MMLineRendererDriver : MonoBehaviour
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{
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[Header("Position Drivers")]
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/// the list of targets - their quantity has to match the LineRenderer's positions count
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public List<Transform> Targets;
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/// whether or not to keep both in sync at update
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public bool BindPositionsToTargetsAtUpdate = true;
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[Header("Binding")]
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/// a test button
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[MMInspectorButton("Bind")]
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public bool BindButton;
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protected LineRenderer _lineRenderer;
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protected bool _countsMatch = false;
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/// <summary>
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/// On Awake we initialize our driver
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/// </summary>
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protected virtual void Awake()
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{
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Initialization();
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}
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/// <summary>
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/// Grabs the line renderer, tests counts
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/// </summary>
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protected virtual void Initialization()
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{
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_lineRenderer = this.gameObject.GetComponent<LineRenderer>();
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_countsMatch = CheckPositionCounts();
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if (!_countsMatch)
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{
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Debug.LogWarning(this.name + ", MMLineRendererDriver's Targets list doesn't have the same amount of entries as the LineRender's Positions array. It won't work.");
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}
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}
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/// <summary>
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/// On Update we bind our positions to targets if needed
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/// </summary>
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protected virtual void Update()
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{
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if (BindPositionsToTargetsAtUpdate)
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{
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BindPositionsToTargets();
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}
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}
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/// <summary>
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/// A method meant to be called by the inspector button
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/// </summary>
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protected virtual void Bind()
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{
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Initialization();
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BindPositionsToTargets();
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}
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/// <summary>
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/// Goes through all the targets and assigns their positions to the LineRenderer's positions
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/// </summary>
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public virtual void BindPositionsToTargets()
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{
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if (!_countsMatch)
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{
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return;
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}
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for (int i = 0; i < Targets.Count; i++)
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{
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_lineRenderer.SetPosition(i, Targets[i].position);
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}
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}
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/// <summary>
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/// Makes sure the counts match
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/// </summary>
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/// <returns></returns>
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protected virtual bool CheckPositionCounts()
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{
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return Targets.Count == _lineRenderer.positionCount;
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}
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}
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} |