SamsonGame/Assets/Sources/Feel/MMTools/Tools/MMCamera/MMViewportEdgeTeleporter.cs

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C#
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2021-12-29 20:50:11 +03:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.PlayerLoop;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this class to an object and it will automatically teleport to the other end of the screen when reaching the screen's edges
/// </summary>
public class MMViewportEdgeTeleporter : MonoBehaviour
{
[Header("Camera")]
/// whether or not to grab the Camera.main and store it on init
public bool AutoGrabMainCamera;
/// the camera used to compute viewport positions
public Camera MainCamera;
[Header("Viewport Bounds")]
/// the origin values of the viewport
[MMVector("X","Y")]
public Vector2 ViewportOrigin = new Vector2(0f, 0f);
/// the dimensions of the viewport
[MMVector("W","H")]
public Vector2 ViewportDimensions = new Vector2(1f, 1f);
[Header("Teleport Bounds")]
/// the origin of the teleport destination zone
[MMVector("X","Y")]
public Vector2 TeleportOrigin = new Vector2(0f, 0f);
/// the dimensions of the teleport destination zone
[MMVector("W","H")]
public Vector2 TeleportDimensions = new Vector2(1f, 1f);
[Header("Events")]
/// an event to trigger on teleport
public UnityEvent OnTeleport;
protected Vector3 _viewportPosition;
protected Vector3 _newViewportPosition;
/// <summary>
/// On Awake we initialize our teleporter
/// </summary>
protected virtual void Awake()
{
Initialization();
}
/// <summary>
/// Stores the main camera if needed
/// </summary>
protected virtual void Initialization()
{
if (AutoGrabMainCamera)
{
MainCamera = Camera.main;
}
}
/// <summary>
/// Sets a new camera
/// </summary>
/// <param name="newCamera"></param>
public virtual void SetCamera(Camera newCamera)
{
MainCamera = newCamera;
}
/// <summary>
/// On Update we check our position relative to the edges
/// </summary>
protected void Update()
{
DetectEdges();
}
/// <summary>
/// Detects edges, compares with our object's position, and moves it if needed
/// </summary>
protected virtual void DetectEdges()
{
_viewportPosition = MainCamera.WorldToViewportPoint(this.transform.position);
bool teleport = false;
if (_viewportPosition.x < ViewportOrigin.x)
{
_newViewportPosition.x = TeleportDimensions.x;
_newViewportPosition.y = _viewportPosition.y;
_newViewportPosition.z = _viewportPosition.z;
teleport = true;
}
else if (_viewportPosition.x >= ViewportDimensions.x)
{
_newViewportPosition.x = TeleportOrigin.x;
_newViewportPosition.y = _viewportPosition.y;
_newViewportPosition.z = _viewportPosition.z;
teleport = true;
}
if (_viewportPosition.y < ViewportOrigin.y)
{
_newViewportPosition.x = _viewportPosition.x;
_newViewportPosition.y = TeleportDimensions.y;
_newViewportPosition.z = _viewportPosition.z;
teleport = true;
}
else if (_viewportPosition.y >= ViewportDimensions.y)
{
_newViewportPosition.x = _viewportPosition.x;
_newViewportPosition.y = TeleportOrigin.y;
_newViewportPosition.z = _viewportPosition.z;
teleport = true;
}
if (teleport)
{
OnTeleport?.Invoke();
this.transform.position = MainCamera.ViewportToWorldPoint(_newViewportPosition);
}
}
}
}