199 lines
9.6 KiB
C#
199 lines
9.6 KiB
C#
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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 animate the density, color, end and start distance of your scene's fog
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback will let you animate the density, color, end and start distance of your scene's fog")]
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[FeedbackPath("Renderer/Fog")]
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public class MMFeedbackFog : MMFeedback
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{
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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.RendererColor; } }
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#endif
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/// the possible modes for this feedback
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public enum Modes { OverTime, Instant }
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[Header("Fog")]
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/// whether the feedback should affect the sprite renderer instantly or over a period of time
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[Tooltip("whether the feedback should affect the sprite renderer instantly or over a period of time")]
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public Modes Mode = Modes.OverTime;
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/// how long the sprite renderer should change over time
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[Tooltip("how long the sprite renderer should change over time")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime)]
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public float Duration = 0.2f;
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/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
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[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
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public bool AllowAdditivePlays = false;
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[Header("Fog Density")]
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/// whether or not to modify the fog's density
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[Tooltip("whether or not to modify the fog's density")]
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public bool ModifyFogDensity = true;
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/// a curve to use to animate the fog's density over time
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[Tooltip("a curve to use to animate the fog's density over time")]
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public MMTweenType DensityCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
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/// the value to remap the fog's density curve zero value to
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[Tooltip("the value to remap the fog's density curve zero value to")]
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public float DensityRemapZero = 0.01f;
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/// the value to remap the fog's density curve one value to
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[Tooltip("the value to remap the fog's density curve one value to")]
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public float DensityRemapOne = 0.05f;
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/// the value to change the fog's density to when in instant mode
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[Tooltip("the value to change the fog's density to when in instant mode")]
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public float DensityInstantChange;
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[Header("Fog Start Distance")]
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/// whether or not to modify the fog's start distance
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[Tooltip("whether or not to modify the fog's start distance")]
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public bool ModifyStartDistance = true;
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/// a curve to use to animate the fog's start distance over time
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[Tooltip("a curve to use to animate the fog's start distance over time")]
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public MMTweenType StartDistanceCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
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/// the value to remap the fog's start distance curve zero value to
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[Tooltip("the value to remap the fog's start distance curve zero value to")]
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public float StartDistanceRemapZero = 0f;
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/// the value to remap the fog's start distance curve one value to
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[Tooltip("the value to remap the fog's start distance curve one value to")]
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public float StartDistanceRemapOne = 0f;
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/// the value to change the fog's start distance to when in instant mode
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[Tooltip("the value to change the fog's start distance to when in instant mode")]
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public float StartDistanceInstantChange;
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[Header("Fog End Distance")]
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/// whether or not to modify the fog's end distance
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[Tooltip("whether or not to modify the fog's end distance")]
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public bool ModifyEndDistance = true;
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/// a curve to use to animate the fog's end distance over time
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[Tooltip("a curve to use to animate the fog's end distance over time")]
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public MMTweenType EndDistanceCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
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/// the value to remap the fog's end distance curve zero value to
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[Tooltip("the value to remap the fog's end distance curve zero value to")]
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public float EndDistanceRemapZero = 0f;
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/// the value to remap the fog's end distance curve one value to
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[Tooltip("the value to remap the fog's end distance curve one value to")]
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public float EndDistanceRemapOne = 300f;
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/// the value to change the fog's end distance to when in instant mode
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[Tooltip("the value to change the fog's end distance to when in instant mode")]
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public float EndDistanceInstantChange;
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[Header("Fog Color")]
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/// whether or not to modify the fog's color
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[Tooltip("whether or not to modify the fog's color")]
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public bool ModifyColor = true;
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/// the colors to apply to the sprite renderer over time
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[Tooltip("the colors to apply to the sprite renderer over time")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime)]
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public Gradient ColorOverTime;
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/// the color to move to in instant mode
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[Tooltip("the color to move to in instant mode")]
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[MMFEnumCondition("Mode", (int)Modes.Instant)]
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public Color InstantColor;
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/// the duration of this feedback is the duration of the sprite renderer, or 0 if instant
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public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { if (Mode != Modes.Instant) { Duration = value; } } }
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protected Coroutine _coroutine;
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/// <summary>
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/// On Play we change the values of our fog
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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)
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{
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float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
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switch (Mode)
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{
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case Modes.Instant:
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if (ModifyColor)
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{
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RenderSettings.fogColor = InstantColor;
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}
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if (ModifyStartDistance)
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{
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RenderSettings.fogStartDistance = StartDistanceInstantChange;
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}
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if (ModifyEndDistance)
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{
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RenderSettings.fogEndDistance = EndDistanceInstantChange;
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}
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if (ModifyFogDensity)
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{
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RenderSettings.fogDensity = DensityInstantChange * intensityMultiplier;
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}
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break;
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case Modes.OverTime:
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if (!AllowAdditivePlays && (_coroutine != null))
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{
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return;
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}
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_coroutine = StartCoroutine(FogSequence(intensityMultiplier));
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break;
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}
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}
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}
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/// <summary>
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/// This coroutine will modify the values on the fog settings
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator FogSequence(float intensityMultiplier)
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{
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float journey = NormalPlayDirection ? 0f : FeedbackDuration;
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while ((journey >= 0) && (journey <= FeedbackDuration))
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{
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float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
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SetFogValues(remappedTime, intensityMultiplier);
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journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
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yield return null;
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}
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SetFogValues(FinalNormalizedTime, intensityMultiplier);
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_coroutine = null;
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yield return null;
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}
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/// <summary>
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/// Sets the various values on the fog on a specified time (between 0 and 1)
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/// </summary>
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/// <param name="time"></param>
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protected virtual void SetFogValues(float time, float intensityMultiplier)
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{
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if (ModifyColor)
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{
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RenderSettings.fogColor = ColorOverTime.Evaluate(time);
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}
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if (ModifyFogDensity)
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{
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RenderSettings.fogDensity = MMTween.Tween(time, 0f, 1f, DensityRemapZero, DensityRemapOne, DensityCurve) * intensityMultiplier;
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}
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if (ModifyStartDistance)
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{
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RenderSettings.fogStartDistance = MMTween.Tween(time, 0f, 1f, StartDistanceRemapZero, StartDistanceRemapOne, StartDistanceCurve);
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}
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if (ModifyEndDistance)
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{
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RenderSettings.fogEndDistance = MMTween.Tween(time, 0f, 1f, EndDistanceRemapZero, EndDistanceRemapOne, EndDistanceCurve);
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}
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}
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}
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}
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