363 lines
14 KiB
C#
363 lines
14 KiB
C#
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using System;
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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 UnityEngine.PlayerLoop;
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using Random = System.Random;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A class used to handle the movement and behaviour of floating texts, usually used to display damage text.
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/// This is designed to be spawned by a MMFloatingTextSpawner, not used on its own.
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/// It also requires a specific hierarchy. You'll find examples of it in the MMTools/Tools/MMFloatingText/Prefabs folder
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/// </summary>
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public class MMFloatingText : MonoBehaviour
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{
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[Header("Bindings")]
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/// the part of the prefab that we'll move
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[Tooltip("the part of the prefab that we'll move")]
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public Transform MovingPart;
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/// the part of the prefab that we'll rotate to face the target camera
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[Tooltip("the part of the prefab that we'll rotate to face the target camera")]
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public Transform Billboard;
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/// the TextMesh used to display the value
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[Tooltip("the TextMesh used to display the value")]
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public TextMesh TargetTextMesh;
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[Header("Debug")]
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/// the direction of this floating text, used for debug only
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[Tooltip("the direction of this floating text, used for debug only")]
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[MMReadOnly]
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public Vector3 Direction = Vector3.up;
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protected bool _useUnscaledTime = false;
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public virtual float GetTime() { return (_useUnscaledTime) ? Time.unscaledTime : Time.time; }
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public virtual float GetDeltaTime() { return _useUnscaledTime ? Time.unscaledDeltaTime : Time.unscaledTime; }
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protected float _startedAt;
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protected float _lifetime;
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protected Vector3 _newPosition;
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protected Color _initialTextColor;
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protected bool _animateMovement;
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protected bool _animateX;
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protected AnimationCurve _animateXCurve;
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protected float _remapXZero;
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protected float _remapXOne;
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protected bool _animateY;
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protected AnimationCurve _animateYCurve;
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protected float _remapYZero;
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protected float _remapYOne;
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protected bool _animateZ;
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protected AnimationCurve _animateZCurve;
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protected float _remapZZero;
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protected float _remapZOne;
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protected MMFloatingTextSpawner.AlignmentModes _alignmentMode;
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protected Vector3 _fixedAlignment;
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protected Vector3 _movementDirection;
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protected Vector3 _movingPartPositionLastFrame;
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protected bool _alwaysFaceCamera;
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protected Camera _targetCamera;
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protected Quaternion _targetCameraRotation;
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protected bool _animateOpacity;
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protected AnimationCurve _animateOpacityCurve;
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protected float _remapOpacityZero;
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protected float _remapOpacityOne;
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protected bool _animateScale;
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protected AnimationCurve _animateScaleCurve;
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protected float _remapScaleZero;
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protected float _remapScaleOne;
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protected bool _animateColor;
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protected Gradient _animateColorGradient;
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protected Vector3 _newScale;
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protected Color _newColor;
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protected float _elapsedTime;
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protected float _remappedTime;
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/// <summary>
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/// On enable, we initialize our floating text
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/// </summary>
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protected void OnEnable()
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{
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Initialization();
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}
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/// <summary>
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/// Changes whether or not this floating text should use unscaled time
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/// </summary>
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/// <param name="status"></param>
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public virtual void SetUseUnscaledTime(bool status, bool resetStartedAt)
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{
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_useUnscaledTime = status;
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if (resetStartedAt)
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{
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_startedAt = GetTime();
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}
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}
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/// <summary>
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/// Stores start time and initial color
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/// </summary>
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protected virtual void Initialization()
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{
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_startedAt = GetTime();
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if (TargetTextMesh != null)
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{
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_initialTextColor = TargetTextMesh.color;
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}
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}
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/// <summary>
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/// On Update we move our text
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/// </summary>
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protected virtual void Update()
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{
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UpdateFloatingText();
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}
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/// <summary>
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/// Handles the text's life cycle, movement, scale, color, opacity, alignment and billboard
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/// </summary>
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protected virtual void UpdateFloatingText()
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{
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_elapsedTime = GetTime() - _startedAt;
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_remappedTime = MMMaths.Remap(_elapsedTime, 0f, _lifetime, 0f, 1f);
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// lifetime
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if (_elapsedTime > _lifetime)
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{
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TurnOff();
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}
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HandleMovement();
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HandleColor();
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HandleOpacity();
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HandleScale();
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HandleAlignment();
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HandleBillboard();
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}
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/// <summary>
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/// Moves the text along the specified curves
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/// </summary>
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protected virtual void HandleMovement()
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{
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// position movement
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if (_animateMovement)
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{
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this.transform.up = Direction;
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_newPosition.x = _animateX ? MMMaths.Remap(_animateXCurve.Evaluate(_remappedTime), 0f, 1, _remapXZero, _remapXOne) : 0f;
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_newPosition.y = _animateY ? MMMaths.Remap(_animateYCurve.Evaluate(_remappedTime), 0f, 1, _remapYZero, _remapYOne) : 0f;
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_newPosition.z = _animateZ ? MMMaths.Remap(_animateZCurve.Evaluate(_remappedTime), 0f, 1, _remapZZero, _remapZOne) : 0f;
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// we move the moving part
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MovingPart.transform.localPosition = _newPosition;
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// we store the last position
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if (Vector3.Distance(_movingPartPositionLastFrame, MovingPart.position) > 0.5f)
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{
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_movingPartPositionLastFrame = MovingPart.position;
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}
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}
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}
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/// <summary>
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/// Animates the text's color over the specified gradient
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/// </summary>
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protected virtual void HandleColor()
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{
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if (_animateColor)
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{
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_newColor = _animateColorGradient.Evaluate(_remappedTime);
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SetColor(_newColor);
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}
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}
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/// <summary>
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/// Animates the text's opacity over the specified curve
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/// </summary>
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protected virtual void HandleOpacity()
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{
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if (_animateOpacity)
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{
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float newOpacity = MMMaths.Remap(_animateOpacityCurve.Evaluate(_remappedTime), 0f, 1f, _remapOpacityZero, _remapOpacityOne);
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SetOpacity(newOpacity);
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}
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}
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/// <summary>
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/// Animates the text's scale over the specified curve
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/// </summary>
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protected virtual void HandleScale()
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{
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if (_animateScale)
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{
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_newScale = Vector3.one * MMMaths.Remap(_animateScaleCurve.Evaluate(_remappedTime), 0f, 1f, _remapScaleZero, _remapScaleOne);
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MovingPart.transform.localScale = _newScale;
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}
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}
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/// <summary>
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/// Handles text rotation to match either a fixed alignment, the initial direction or the movement's direction
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/// </summary>
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protected virtual void HandleAlignment()
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{
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if (_alignmentMode == MMFloatingTextSpawner.AlignmentModes.Fixed)
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{
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MovingPart.transform.up = _fixedAlignment;
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}
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else if (_alignmentMode == MMFloatingTextSpawner.AlignmentModes.MatchInitialDirection)
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{
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MovingPart.transform.up = this.transform.up;
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}
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else if (_alignmentMode == MMFloatingTextSpawner.AlignmentModes.MatchMovementDirection)
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{
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_movementDirection = MovingPart.position - _movingPartPositionLastFrame;
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MovingPart.transform.up = _movementDirection.normalized;
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}
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}
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/// <summary>
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/// Forces the text to face the camera
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/// </summary>
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protected virtual void HandleBillboard()
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{
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if (_alwaysFaceCamera)
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{
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_targetCameraRotation = _targetCamera.transform.rotation;
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Billboard.transform.LookAt(MovingPart.transform.position + _targetCameraRotation * Vector3.forward, _targetCameraRotation * MovingPart.up);
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}
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}
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/// <summary>
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/// Called by the spawner, sets all required variables
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/// </summary>
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/// <param name="value"></param>
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/// <param name="lifetime"></param>
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/// <param name="direction"></param>
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/// <param name="animateMovement"></param>
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/// <param name="alignmentMode"></param>
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/// <param name="fixedAlignment"></param>
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/// <param name="alwaysFaceCamera"></param>
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/// <param name="targetCamera"></param>
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/// <param name="animateX"></param>
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/// <param name="animateXCurve"></param>
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/// <param name="remapXZero"></param>
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/// <param name="remapXOne"></param>
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/// <param name="animateY"></param>
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/// <param name="animateYCurve"></param>
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/// <param name="remapYZero"></param>
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/// <param name="remapYOne"></param>
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/// <param name="animateZ"></param>
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/// <param name="animateZCurve"></param>
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/// <param name="remapZZero"></param>
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/// <param name="remapZOne"></param>
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/// <param name="animateOpacity"></param>
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/// <param name="animateOpacityCurve"></param>
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/// <param name="remapOpacityZero"></param>
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/// <param name="remapOpacityOne"></param>
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/// <param name="animateScale"></param>
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/// <param name="animateScaleCurve"></param>
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/// <param name="remapScaleZero"></param>
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/// <param name="remapScaleOne"></param>
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/// <param name="animateColor"></param>
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/// <param name="animateColorGradient"></param>
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public virtual void SetProperties(string value, float lifetime, Vector3 direction, bool animateMovement,
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MMFloatingTextSpawner.AlignmentModes alignmentMode, Vector3 fixedAlignment,
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bool alwaysFaceCamera, Camera targetCamera,
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bool animateX, AnimationCurve animateXCurve, float remapXZero, float remapXOne,
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bool animateY, AnimationCurve animateYCurve, float remapYZero, float remapYOne,
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bool animateZ, AnimationCurve animateZCurve, float remapZZero, float remapZOne,
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bool animateOpacity, AnimationCurve animateOpacityCurve, float remapOpacityZero, float remapOpacityOne,
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bool animateScale, AnimationCurve animateScaleCurve, float remapScaleZero, float remapScaleOne,
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bool animateColor, Gradient animateColorGradient)
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{
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SetText(value);
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_lifetime = lifetime;
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Direction = direction;
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_animateMovement = animateMovement;
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_animateX = animateX;
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_animateXCurve = animateXCurve;
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_remapXZero = remapXZero;
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_remapXOne = remapXOne;
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_animateY = animateY;
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_animateYCurve = animateYCurve;
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_remapYZero = remapYZero;
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_remapYOne = remapYOne;
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_animateZ = animateZ;
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_animateZCurve = animateZCurve;
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_remapZZero = remapZZero;
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_remapZOne = remapZOne;
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_alignmentMode = alignmentMode;
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_fixedAlignment = fixedAlignment;
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_alwaysFaceCamera = alwaysFaceCamera;
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_targetCamera = targetCamera;
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_animateOpacity = animateOpacity;
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_animateOpacityCurve = animateOpacityCurve;
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_remapOpacityZero = remapOpacityZero;
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_remapOpacityOne = remapOpacityOne;
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_animateScale = animateScale;
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_animateScaleCurve = animateScaleCurve;
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_remapScaleZero = remapScaleZero;
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_remapScaleOne = remapScaleOne;
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_animateColor = animateColor;
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_animateColorGradient = animateColorGradient;
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UpdateFloatingText();
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}
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/// <summary>
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/// Resets this text's position
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/// </summary>
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public virtual void ResetPosition()
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{
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if (_animateMovement)
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{
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MovingPart.transform.localPosition = Vector3.zero;
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}
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_movingPartPositionLastFrame = MovingPart.position - Direction;
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}
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/// <summary>
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/// Sets the target mesh's text value
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/// </summary>
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/// <param name="newValue"></param>
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public virtual void SetText(string newValue)
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{
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TargetTextMesh.text = newValue;
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}
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/// <summary>
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/// Sets the color of the target text
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/// </summary>
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/// <param name="newColor"></param>
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public virtual void SetColor(Color newColor)
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{
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TargetTextMesh.color = newColor;
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}
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/// <summary>
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/// Sets the opacity of the target text
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/// </summary>
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/// <param name="newOpacity"></param>
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public virtual void SetOpacity(float newOpacity)
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{
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_newColor = TargetTextMesh.color;
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_newColor.a = newOpacity;
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TargetTextMesh.color = _newColor;
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}
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/// <summary>
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/// Turns of the text for recycling
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/// </summary>
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protected virtual void TurnOff()
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{
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this.gameObject.SetActive(false);
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}
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}
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}
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