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102 lines
3.8 KiB
C#
102 lines
3.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using MoreMountains.Tools;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback will let you trigger a play on a target MMRadioSignal (usually used by a MMRadioBroadcaster to emit a value that can then be listened to by MMRadioReceivers. From this feedback you can also specify a duration, timescale and multiplier.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback will let you trigger a play on a target MMRadioSignal (usually used by a MMRadioBroadcaster to emit a value that can then be listened to by MMRadioReceivers. From this feedback you can also specify a duration, timescale and multiplier.")]
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[FeedbackPath("GameObject/MMRadioSignal")]
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public class MMF_RadioSignal : MMF_Feedback
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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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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.GameObjectColor; } }
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public override bool EvaluateRequiresSetup() { return (TargetSignal == null); }
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public override string RequiredTargetText { get { return TargetSignal != null ? TargetSignal.name : ""; } }
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public override string RequiresSetupText { get { return "This feedback requires that a TargetSignal be set to be able to work properly. You can set one below."; } }
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#endif
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/// the duration of this feedback is 0
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public override float FeedbackDuration { get { return 0f; } }
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public override bool HasRandomness => true;
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public override bool HasAutomatedTargetAcquisition => true;
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protected override void AutomateTargetAcquisition() => TargetSignal = FindAutomatedTarget<MMRadioSignal>();
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[MMFInspectorGroup("Radio Signal", true, 72)]
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/// The target MMRadioSignal to trigger
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[Tooltip("The target MMRadioSignal to trigger")]
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public MMRadioSignal TargetSignal;
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/// the timescale to operate on
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[Tooltip("the timescale to operate on")]
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public MMRadioSignal.TimeScales TimeScale = MMRadioSignal.TimeScales.Unscaled;
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/// the duration of the shake, in seconds
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[Tooltip("the duration of the shake, in seconds")]
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public float Duration = 1f;
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/// a global multiplier to apply to the end result of the combination
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[Tooltip("a global multiplier to apply to the end result of the combination")]
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public float GlobalMultiplier = 1f;
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/// <summary>
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/// On Play we set the values on our target signal and make it start shaking its level
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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 (Active && FeedbackTypeAuthorized)
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{
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if (TargetSignal != null)
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{
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float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
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TargetSignal.Duration = Duration;
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TargetSignal.GlobalMultiplier = GlobalMultiplier * intensityMultiplier;
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TargetSignal.TimeScale = TimeScale;
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TargetSignal.StartShaking();
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}
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}
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}
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/// <summary>
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/// On Stop, stops the target signal
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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 CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
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{
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base.CustomStopFeedback(position, feedbacksIntensity);
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if (Active)
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{
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if (TargetSignal != null)
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{
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TargetSignal.Stop();
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}
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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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if (TargetSignal != null)
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{
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TargetSignal.Stop();
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TargetSignal.ApplyLevel(0f);
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}
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}
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}
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} |