SamsonGame/Assets/Sources/Lean/Common+/Extras/LeanRevertTransform.cs

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2021-12-29 20:50:11 +03:00
using UnityEngine;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Common
{
/// <summary>This script will record the state of the current transform, and revert it on command.</summary>
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanRevertTransform")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Revert Transform")]
public class LeanRevertTransform : MonoBehaviour
{
/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
/// -1 = Instantly change.
/// 1 = Slowly change.
/// 10 = Quickly change.</summary>
public float Damping { set { damping = value; } get { return damping; } } [FSA("Dampening")] [FSA("Damping")] [SerializeField] private float damping = -1.0f;
/// <summary>Call RecordTransform in Start?</summary>
public bool RecordOnStart { set { recordOnStart = value; } get { return recordOnStart; } } [FSA("RecordOnStart")] [SerializeField] private bool recordOnStart = true;
public bool RevertPosition { set { revertPosition = value; } get { return revertPosition; } } [FSA("RevertPosition")] [SerializeField] private bool revertPosition = true;
public bool RevertRotation { set { revertRotation = value; } get { return revertRotation; } } [FSA("RevertRotation")] [SerializeField] private bool revertRotation = true;
public bool RevertScale { set { revertScale = value; } get { return revertScale; } } [FSA("RevertScale")] [SerializeField] private bool revertScale = true;
public float ThresholdPosition { set { thresholdPosition = value; } get { return thresholdPosition; } } [FSA("ThresholdPosition")] [SerializeField] private float thresholdPosition = 0.01f;
public float ThresholdRotation { set { thresholdRotation = value; } get { return thresholdRotation; } } [FSA("ThresholdRotation")] [SerializeField] private float thresholdRotation = 0.01f;
public float ThresholdScale { set { thresholdScale = value; } get { return thresholdScale; } } [FSA("ThresholdScale")] [SerializeField] private float thresholdScale = 0.01f;
public Vector3 TargetPosition { set { targetPosition = value; } get { return targetPosition; } } [FSA("TargetPosition")] [SerializeField] private Vector3 targetPosition;
public Quaternion TargetRotation { set { targetRotation = value; } get { return targetRotation; } } [FSA("TargetRotation")] [SerializeField] private Quaternion targetRotation = Quaternion.identity;
public Vector3 TargetScale { set { targetScale = value; } get { return targetScale; } } [FSA("TargetScale")] [SerializeField] private Vector3 targetScale = Vector3.one;
[SerializeField]
private bool reverting;
protected virtual void Start()
{
if (recordOnStart == true)
{
RecordTransform();
}
}
[ContextMenu("Revert")]
public void Revert()
{
reverting = true;
}
[ContextMenu("Stop Revert")]
public void StopRevert()
{
reverting = false;
}
[ContextMenu("Record Transform")]
public void RecordTransform()
{
targetPosition = transform.localPosition;
targetRotation = transform.localRotation;
targetScale = transform.localScale;
}
protected virtual void Update()
{
if (reverting == true)
{
if (ReachedTarget() == true)
{
reverting = false;
return;
}
// Get t value
var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
if (revertPosition == true)
{
transform.localPosition = Vector3.Lerp(transform.localPosition, targetPosition, factor);
}
if (revertRotation == true)
{
transform.localRotation = Quaternion.Slerp(transform.localRotation, targetRotation, factor);
}
if (revertScale == true)
{
transform.localScale = Vector3. Lerp(transform.localScale, targetScale, factor);
}
}
}
private bool ReachedTarget()
{
if (revertPosition == true && Vector3.Distance(transform.localPosition, targetPosition) > thresholdPosition)
{
return false;
}
if (revertRotation == true && Quaternion.Angle(transform.localRotation, targetRotation) > thresholdRotation)
{
return false;
}
if (revertScale == true && Vector3.Distance(transform.localScale, targetScale) > thresholdScale)
{
return false;
}
return true;
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanRevertTransform;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanRevertTransform_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
Draw("recordOnStart", "Call RecordTransform in Start?");
Draw("revertPosition");
Draw("revertRotation");
Draw("revertScale");
Draw("thresholdPosition");
Draw("thresholdRotation");
Draw("thresholdScale");
Draw("targetPosition");
Draw("targetRotation");
Draw("targetScale");
}
}
}
#endif