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149 lines
4.3 KiB
C#
149 lines
4.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MoreMountains.Tools;
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using UnityEngine;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback allows you to chain any number of target MMF Players and play them in sequence, with optional delays before and after
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback allows you to chain any number of target MMF Players and play them in sequence, with optional delays before and after")]
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[FeedbackPath("Feedbacks/MMF Player Chain")]
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public class MMF_PlayerChain : MMF_Feedback
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{
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/// <summary>
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/// A class used to store and define items in a chain of MMF Players
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/// </summary>
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[Serializable]
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public class PlayerChainItem
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{
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/// the target MMF Player
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[Tooltip("the target MMF Player")]
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public MMF_Player TargetPlayer;
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/// a delay in seconds to wait for before playing this MMF Player (x) and after (y)
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[Tooltip("a delay in seconds to wait for before playing this MMF Player (x) and after (y)")]
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[MMVector("Before", "After")]
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public Vector2 Delay;
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/// whether this player is active in the list or not. Inactive players will be skipped when playing the chain of players
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[Tooltip("whether this player is active in the list or not. Inactive players will be skipped when playing the chain of players")]
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public bool Inactive = false;
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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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/// 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.FeedbacksColor; } }
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#endif
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/// the duration of this feedback is the duration of the chain
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public override float FeedbackDuration
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{
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get
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{
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if ((Players == null) || (Players.Count == 0))
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{
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return 0f;
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}
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float totalDuration = 0f;
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foreach (PlayerChainItem item in Players)
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{
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if ((item == null) || (item.TargetPlayer == null) || item.Inactive)
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{
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continue;
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}
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totalDuration += item.Delay.x;
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totalDuration += item.TargetPlayer.TotalDuration;
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totalDuration += item.Delay.y;
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}
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return totalDuration;
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}
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}
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[MMFInspectorGroup("Feedbacks", true, 79)]
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/// the list of MMF Player that make up the chain. The chain's items will be played from index 0 to the last in the list
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[Tooltip("the list of MMF Player that make up the chain. The chain's items will be played from index 0 to the last in the list")]
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public List<PlayerChainItem> Players;
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/// <summary>
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/// On Play we start our chain
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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 ((Players == null) || (Players.Count == 0))
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{
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return;
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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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Owner.StartCoroutine(PlayChain());
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}
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/// <summary>
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/// Plays all players in the chain in sequence
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator PlayChain()
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{
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foreach (PlayerChainItem item in Players)
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{
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if ((item == null) || (item.TargetPlayer == null) || item.Inactive)
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{
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continue;
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}
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if (item.Delay.x > 0) { yield return WaitFor(item.Delay.x); }
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item.TargetPlayer.PlayFeedbacks();
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yield return WaitFor(item.TargetPlayer.TotalDuration);
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if (item.Delay.y > 0) { yield return WaitFor(item.Delay.y); }
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}
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}
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/// <summary>
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/// On skip to the end, we skip for all players in our chain
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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 CustomSkipToTheEnd(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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foreach (PlayerChainItem item in Players)
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{
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if ((item == null) || (item.TargetPlayer == null) || item.Inactive)
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{
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continue;
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}
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item.TargetPlayer.PlayFeedbacks();
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item.TargetPlayer.SkipToTheEnd();
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}
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}
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/// <summary>
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/// On restore, we put our object back at its initial position
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/// </summary>
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protected override void CustomRestoreInitialValues()
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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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foreach (PlayerChainItem item in Players)
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{
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item.TargetPlayer.RestoreInitialValues();
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}
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}
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}
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} |