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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/MMF_Broadcast.cs

73 lines
2.5 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 MMF_Broadcast : MMF_FeedbackBase
{
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.UIColor; } }
#endif
public override bool HasChannel => true;
[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;
protected MMF_BroadcastProxy _proxy;
/// <summary>
/// On init we store our initial alpha
/// </summary>
/// <param name="owner"></param>
protected override void CustomInitialization(MMF_Player owner)
{
base.CustomInitialization(owner);
_proxy = Owner.gameObject.AddComponent<MMF_BroadcastProxy>();
_proxy.Channel = Channel;
PrepareTargets();
}
/// <summary>
/// We setup our target with this object
/// </summary>
protected override void FillTargets()
{
MMF_FeedbackBaseTarget target = new MMF_FeedbackBaseTarget();
MMPropertyReceiver receiver = new MMPropertyReceiver();
receiver.TargetObject = Owner.gameObject;
receiver.TargetComponent = _proxy;
receiver.TargetPropertyName = "ThisLevel";
receiver.RelativeValue = RelativeValues;
target.Target = receiver;
target.LevelCurve = Curve;
target.RemapLevelZero = RemapZero;
target.RemapLevelOne = RemapOne;
target.InstantLevel = InstantChange;
_targets.Add(target);
}
}
}