SamsonGame/Assets/Sources/Feel/MMFeedbacks/MMFeedbacksForThirdParty/PostProcessing/Helpers/MMGlobalPostProcessingVolum...

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2021-12-29 20:50:11 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Feedbacks;
using UnityEngine.Rendering.PostProcessing;
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Use this class to have a global PP volume auto blend its weight on cue, between a start and end values
/// </summary>
[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMGlobalPostProcessingVolumeAutoBlend")]
[RequireComponent(typeof(PostProcessVolume))]
public class MMGlobalPostProcessingVolumeAutoBlend : MonoBehaviour
{
/// the possible timescales this blend can operate on
public enum TimeScales { Scaled, Unscaled }
/// the possible blend trigger modes
public enum BlendTriggerModes { OnEnable, Script }
[Header("Blend")]
/// the trigger mode for this MMGlobalPostProcessingVolumeAutoBlend
/// Start : will play automatically on enable
[Tooltip("the trigger mode for this MMGlobalPostProcessingVolumeAutoBlend")]
public BlendTriggerModes BlendTriggerMode = BlendTriggerModes.OnEnable;
/// the duration of the blend (in seconds)
[Tooltip("the duration of the blend (in seconds)")]
public float BlendDuration = 1f;
/// the curve to use to blend
[Tooltip("the curve to use to blend")]
public AnimationCurve Curve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1f));
[Header("Weight")]
/// the weight at the start of the blend
[Tooltip("the weight at the start of the blend")]
[Range(0f, 1f)]
public float InitialWeight = 0f;
/// the desired weight at the end of the blend
[Tooltip("the desired weight at the end of the blend")]
[Range(0f, 1f)]
public float FinalWeight = 1f;
[Header("Behaviour")]
/// the timescale to operate on
[Tooltip("the timescale to operate on")]
public TimeScales TimeScale = TimeScales.Unscaled;
/// whether or not the associated volume should be disabled at 0
[Tooltip("whether or not the associated volume should be disabled at 0")]
public bool DisableVolumeOnZeroWeight = true;
/// whether or not this blender should disable itself at 0
[Tooltip("whether or not this blender should disable itself at 0")]
public bool DisableSelfAfterEnd = true;
/// whether or not this blender can be interrupted
[Tooltip("whether or not this blender can be interrupted")]
public bool Interruptable = true;
/// whether or not this blender should pick the current value as its starting point
[Tooltip("whether or not this blender should pick the current value as its starting point")]
public bool StartFromCurrentValue = true;
/// reset to initial value on end
[Tooltip("reset to initial value on end ")]
public bool ResetToInitialValueOnEnd = false;
[Header("Tests")]
/// test blend button
[Tooltip("test blend button")]
[MMFInspectorButton("Blend")]
public bool TestBlend;
/// test blend back button
[Tooltip("test blend back button")]
[MMFInspectorButton("BlendBack")]
public bool TestBlendBackwards;
/// <summary>
/// Returns the correct timescale based on the chosen settings
/// </summary>
/// <returns></returns>
protected float GetTime()
{
return (TimeScale == TimeScales.Unscaled) ? Time.unscaledTime : Time.time;
}
protected float _initial;
protected float _destination;
protected float _startTime;
protected bool _blending = false;
protected PostProcessVolume _volume;
/// <summary>
/// On Awake we store our volume
/// </summary>
protected virtual void Awake()
{
_volume = this.gameObject.GetComponent<PostProcessVolume>();
_volume.weight = InitialWeight;
}
/// <summary>
/// On start we start blending if needed
/// </summary>
protected virtual void OnEnable()
{
if ((BlendTriggerMode == BlendTriggerModes.OnEnable) && !_blending)
{
Blend();
}
}
/// <summary>
/// Blends the volume's weight from the initial value to the final one
/// </summary>
public virtual void Blend()
{
if (_blending && !Interruptable)
{
return;
}
_initial = StartFromCurrentValue ? _volume.weight : InitialWeight;
_destination = FinalWeight;
StartBlending();
}
/// <summary>
/// Blends the volume's weight from the final value to the initial one
/// </summary>
public virtual void BlendBack()
{
if (_blending && !Interruptable)
{
return;
}
_initial = StartFromCurrentValue ? _volume.weight : FinalWeight;
_destination = InitialWeight;
StartBlending();
}
/// <summary>
/// Internal method used to start blending
/// </summary>
protected virtual void StartBlending()
{
_startTime = GetTime();
_blending = true;
this.enabled = true;
if (DisableVolumeOnZeroWeight)
{
_volume.enabled = true;
}
}
/// <summary>
/// On update, processes the blend if needed
/// </summary>
protected virtual void Update()
{
if (!_blending)
{
return;
}
float timeElapsed = (GetTime() - _startTime);
if (timeElapsed < BlendDuration)
{
float remapped = MMFeedbacksHelpers.Remap(timeElapsed, 0f, BlendDuration, 0f, 1f);
_volume.weight = Mathf.LerpUnclamped(_initial, _destination, Curve.Evaluate(remapped));
}
else
{
// after end is reached
_volume.weight = ResetToInitialValueOnEnd ? _initial : _destination;
_blending = false;
if (DisableVolumeOnZeroWeight && (_volume.weight == 0f))
{
_volume.enabled = false;
}
if (DisableSelfAfterEnd)
{
this.enabled = false;
}
}
}
}
}