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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/Legacy/MMFeedbackBroadcast.cs

97 lines
3.2 KiB
C#

using MoreMountains.Tools;
using UnityEngine;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback lets you broadcast a float value to the MMRadio system
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback lets you broadcast a float value to the MMRadio system.")]
[FeedbackPath("GameObject/Broadcast")]
public class MMFeedbackBroadcast : MMFeedbackBase
{
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.UIColor; } }
#endif
[Header("Target Channel")]
/// the channel to write the level to
[Tooltip("the channel to write the level to")]
public int Channel;
[Header("Level")]
/// the curve to tween the intensity on
[Tooltip("the curve to tween the intensity on")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public MMTweenType Curve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
/// the value to remap the intensity curve's 0 to
[Tooltip("the value to remap the intensity curve's 0 to")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public float RemapZero = 0f;
/// the value to remap the intensity curve's 1 to
[Tooltip("the value to remap the intensity curve's 1 to")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
public float RemapOne = 1f;
/// the value to move the intensity to in instant mode
[Tooltip("the value to move the intensity to in instant mode")]
[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.Instant)]
public float InstantChange;
/// a debug view of the current level being broadcasted
[Tooltip("a debug view of the current level being broadcasted")]
[MMReadOnly]
public float DebugLevel;
/// whether or not a broadcast is in progress (will be false while the value is not changing, and thus not broadcasting)
[Tooltip("whether or not a broadcast is in progress (will be false while the value is not changing, and thus not broadcasting)")]
[MMReadOnly]
public bool BroadcastInProgress = false;
public float ThisLevel { get; set; }
protected float _levelLastFrame;
/// <summary>
/// We setup our target with this object
/// </summary>
protected override void FillTargets()
{
MMFeedbackBaseTarget target = new MMFeedbackBaseTarget();
MMPropertyReceiver receiver = new MMPropertyReceiver();
receiver.TargetObject = this.gameObject;
receiver.TargetComponent = this;
receiver.TargetPropertyName = "ThisLevel";
receiver.RelativeValue = RelativeValues;
target.Target = receiver;
target.LevelCurve = Curve;
target.RemapLevelZero = RemapZero;
target.RemapLevelOne = RemapOne;
target.InstantLevel = InstantChange;
_targets.Add(target);
}
/// <summary>
/// On Update we process our broadcast
/// </summary>
protected virtual void Update()
{
ProcessBroadcast();
}
/// <summary>
/// Broadcasts the value if needed
/// </summary>
protected virtual void ProcessBroadcast()
{
BroadcastInProgress = false;
if (ThisLevel != _levelLastFrame)
{
MMRadioLevelEvent.Trigger(Channel, ThisLevel);
BroadcastInProgress = true;
}
DebugLevel = ThisLevel;
_levelLastFrame = ThisLevel;
}
}
}