411 lines
16 KiB
C#
411 lines
16 KiB
C#
|
using UnityEngine;
|
|||
|
using UnityEngine.UI;
|
|||
|
using System.Collections;
|
|||
|
using System.Collections.Generic;
|
|||
|
using MoreMountains.Tools;
|
|||
|
|
|||
|
namespace MoreMountains.Tools
|
|||
|
{
|
|||
|
/// <summary>
|
|||
|
/// Add this component to an object and it'll get moved towards the target at update, with or without interpolation based on your settings
|
|||
|
/// </summary>
|
|||
|
[AddComponentMenu("More Mountains/Tools/Movement/MMFollowTarget")]
|
|||
|
public class MMFollowTarget : MonoBehaviour
|
|||
|
{
|
|||
|
/// the possible update modes
|
|||
|
public enum UpdateModes { Update, FixedUpdate, LateUpdate }
|
|||
|
/// the possible follow modes
|
|||
|
public enum FollowModes { RegularLerp, MMLerp, MMSpring }
|
|||
|
/// whether to operate in world or local space
|
|||
|
public enum PositionSpaces { World, Local }
|
|||
|
|
|||
|
[Header("Follow Position")]
|
|||
|
/// whether or not the object is currently following its target's position
|
|||
|
public bool FollowPosition = true;
|
|||
|
/// whether this object should follow its target on the X axis
|
|||
|
[MMCondition("FollowPosition", true)]
|
|||
|
public bool FollowPositionX = true;
|
|||
|
/// whether this object should follow its target on the Y axis
|
|||
|
[MMCondition("FollowPosition", true)]
|
|||
|
public bool FollowPositionY = true;
|
|||
|
/// whether this object should follow its target on the Z axis
|
|||
|
[MMCondition("FollowPosition", true)]
|
|||
|
public bool FollowPositionZ = true;
|
|||
|
/// whether to operate in world or local space
|
|||
|
[MMCondition("FollowPosition", true)]
|
|||
|
public PositionSpaces PositionSpace = PositionSpaces.World;
|
|||
|
|
|||
|
[Header("Follow Rotation")]
|
|||
|
/// whether or not the object is currently following its target's rotation
|
|||
|
public bool FollowRotation = true;
|
|||
|
|
|||
|
[Header("Follow Scale")]
|
|||
|
/// whether or not the object is currently following its target's rotation
|
|||
|
public bool FollowScale = true;
|
|||
|
/// the factor to apply to the scale when following
|
|||
|
[MMCondition("FollowScale", true)]
|
|||
|
public float FollowScaleFactor = 1f;
|
|||
|
|
|||
|
[Header("Target")]
|
|||
|
/// the target to follow
|
|||
|
public Transform Target;
|
|||
|
/// the offset to apply to the followed target
|
|||
|
[MMCondition("FollowPosition", true)]
|
|||
|
public Vector3 Offset;
|
|||
|
///whether or not to add the initial x distance to the offset
|
|||
|
[MMCondition("FollowPosition", true)]
|
|||
|
public bool AddInitialDistanceXToXOffset = false;
|
|||
|
///whether or not to add the initial y distance to the offset
|
|||
|
[MMCondition("FollowPosition", true)]
|
|||
|
public bool AddInitialDistanceYToYOffset = false;
|
|||
|
///whether or not to add the initial z distance to the offset
|
|||
|
[MMCondition("FollowPosition", true)]
|
|||
|
public bool AddInitialDistanceZToZOffset = false;
|
|||
|
|
|||
|
[Header("Position Interpolation")]
|
|||
|
/// whether or not we need to interpolate the movement
|
|||
|
public bool InterpolatePosition = true;
|
|||
|
/// the follow mode to use when following position
|
|||
|
[MMCondition("InterpolatePosition", true)]
|
|||
|
public FollowModes FollowPositionMode = FollowModes.MMLerp;
|
|||
|
/// the speed at which to interpolate the follower's movement
|
|||
|
[MMCondition("InterpolatePosition", true)]
|
|||
|
public float FollowPositionSpeed = 10f;
|
|||
|
/// higher values mean more damping, less spring, low values mean less damping, more spring
|
|||
|
[MMEnumCondition("FollowPositionMode", (int)FollowModes.MMSpring)]
|
|||
|
[Range(0.01f, 1.0f)]
|
|||
|
public float PositionSpringDamping = 0.3f;
|
|||
|
/// the frequency at which the spring should "vibrate", in Hz (1 : the spring will do one full period in one second)
|
|||
|
[MMEnumCondition("FollowPositionMode", (int)FollowModes.MMSpring)]
|
|||
|
public float PositionSpringFrequency = 3f;
|
|||
|
|
|||
|
[Header("Rotation Interpolation")]
|
|||
|
/// whether or not we need to interpolate the movement
|
|||
|
public bool InterpolateRotation = true;
|
|||
|
/// the follow mode to use when interpolating the rotation
|
|||
|
[MMCondition("InterpolateRotation", true)]
|
|||
|
public FollowModes FollowRotationMode = FollowModes.MMLerp;
|
|||
|
/// the speed at which to interpolate the follower's rotation
|
|||
|
[MMCondition("InterpolateRotation", true)]
|
|||
|
public float FollowRotationSpeed = 10f;
|
|||
|
|
|||
|
[Header("Scale Interpolation")]
|
|||
|
/// whether or not we need to interpolate the scale
|
|||
|
public bool InterpolateScale = true;
|
|||
|
/// the follow mode to use when interpolating the scale
|
|||
|
[MMCondition("InterpolateScale", true)]
|
|||
|
public FollowModes FollowScaleMode = FollowModes.MMLerp;
|
|||
|
/// the speed at which to interpolate the follower's scale
|
|||
|
[MMCondition("InterpolateScale", true)]
|
|||
|
public float FollowScaleSpeed = 10f;
|
|||
|
|
|||
|
[Header("Mode")]
|
|||
|
/// the update at which the movement happens
|
|||
|
public UpdateModes UpdateMode = UpdateModes.Update;
|
|||
|
|
|||
|
[Header("Distances")]
|
|||
|
/// whether or not to force a minimum distance between the object and its target before it starts following
|
|||
|
public bool UseMinimumDistanceBeforeFollow = false;
|
|||
|
/// the minimum distance to keep between the object and its target
|
|||
|
public float MinimumDistanceBeforeFollow = 1f;
|
|||
|
/// whether or not we want to make sure the object is never too far away from its target
|
|||
|
public bool UseMaximumDistance = false;
|
|||
|
/// the maximum distance at which the object can be away from its target
|
|||
|
public float MaximumDistance = 1f;
|
|||
|
|
|||
|
[Header("Anchor")]
|
|||
|
/// if this is true, the movement will be constrained around the initial position
|
|||
|
public bool AnchorToInitialPosition;
|
|||
|
/// the maximum distance around the initial position at which the transform can move
|
|||
|
[MMCondition("AnchorToInitialPosition", true)]
|
|||
|
public float MaxDistanceToAnchor = 1f;
|
|||
|
|
|||
|
protected bool _localSpace { get { return PositionSpace == PositionSpaces.Local; } }
|
|||
|
|
|||
|
protected Vector3 _velocity = Vector3.zero;
|
|||
|
protected Vector3 _newTargetPosition;
|
|||
|
protected Vector3 _initialPosition;
|
|||
|
protected Vector3 _lastTargetPosition;
|
|||
|
protected Vector3 _direction;
|
|||
|
protected Vector3 _newPosition;
|
|||
|
protected Vector3 _newScale;
|
|||
|
protected Quaternion _newTargetRotation;
|
|||
|
protected Quaternion _initialRotation;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// On start we store our initial position
|
|||
|
/// </summary>
|
|||
|
protected virtual void Start()
|
|||
|
{
|
|||
|
Initialization();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Initializes the follow
|
|||
|
/// </summary>
|
|||
|
public virtual void Initialization()
|
|||
|
{
|
|||
|
SetInitialPosition();
|
|||
|
SetOffset();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Prevents the object from following the target anymore
|
|||
|
/// </summary>
|
|||
|
public virtual void StopFollowing()
|
|||
|
{
|
|||
|
FollowPosition = false;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Makes the object follow the target
|
|||
|
/// </summary>
|
|||
|
public virtual void StartFollowing()
|
|||
|
{
|
|||
|
FollowPosition = true;
|
|||
|
SetInitialPosition();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Stores the initial position
|
|||
|
/// </summary>
|
|||
|
protected virtual void SetInitialPosition()
|
|||
|
{
|
|||
|
_initialPosition = _localSpace ? this.transform.localPosition : this.transform.position;
|
|||
|
_initialRotation = this.transform.rotation;
|
|||
|
_lastTargetPosition = _localSpace ? this.transform.localPosition : this.transform.position;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Adds initial offset to the offset if needed
|
|||
|
/// </summary>
|
|||
|
protected virtual void SetOffset()
|
|||
|
{
|
|||
|
if (Target == null)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
Vector3 difference = this.transform.position - Target.transform.position;
|
|||
|
Offset.x = AddInitialDistanceXToXOffset ? difference.x : Offset.x;
|
|||
|
Offset.y = AddInitialDistanceYToYOffset ? difference.y : Offset.y;
|
|||
|
Offset.z = AddInitialDistanceZToZOffset ? difference.z : Offset.z;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// At update we follow our target
|
|||
|
/// </summary>
|
|||
|
protected virtual void Update()
|
|||
|
{
|
|||
|
if (Target == null)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
if (UpdateMode == UpdateModes.Update)
|
|||
|
{
|
|||
|
FollowTargetRotation();
|
|||
|
FollowTargetScale();
|
|||
|
FollowTargetPosition();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// At fixed update we follow our target
|
|||
|
/// </summary>
|
|||
|
protected virtual void FixedUpdate()
|
|||
|
{
|
|||
|
if (UpdateMode == UpdateModes.FixedUpdate)
|
|||
|
{
|
|||
|
FollowTargetRotation();
|
|||
|
FollowTargetScale();
|
|||
|
FollowTargetPosition();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// At late update we follow our target
|
|||
|
/// </summary>
|
|||
|
protected virtual void LateUpdate()
|
|||
|
{
|
|||
|
if (UpdateMode == UpdateModes.LateUpdate)
|
|||
|
{
|
|||
|
FollowTargetRotation();
|
|||
|
FollowTargetScale();
|
|||
|
FollowTargetPosition();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Follows the target, lerping the position or not based on what's been defined in the inspector
|
|||
|
/// </summary>
|
|||
|
protected virtual void FollowTargetPosition()
|
|||
|
{
|
|||
|
if (Target == null)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if (!FollowPosition)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
_newTargetPosition = Target.position + Offset;
|
|||
|
if (!FollowPositionX) { _newTargetPosition.x = _initialPosition.x; }
|
|||
|
if (!FollowPositionY) { _newTargetPosition.y = _initialPosition.y; }
|
|||
|
if (!FollowPositionZ) { _newTargetPosition.z = _initialPosition.z; }
|
|||
|
|
|||
|
float trueDistance = 0f;
|
|||
|
_direction = (_newTargetPosition - this.transform.position).normalized;
|
|||
|
trueDistance = Vector3.Distance(this.transform.position, _newTargetPosition);
|
|||
|
|
|||
|
float interpolatedDistance = trueDistance;
|
|||
|
if (InterpolatePosition)
|
|||
|
{
|
|||
|
switch (FollowPositionMode)
|
|||
|
{
|
|||
|
case FollowModes.MMLerp:
|
|||
|
interpolatedDistance = MMMaths.Lerp(0f, trueDistance, FollowPositionSpeed, Time.deltaTime);
|
|||
|
interpolatedDistance = ApplyMinMaxDistancing(trueDistance, interpolatedDistance);
|
|||
|
this.transform.Translate(_direction * interpolatedDistance, Space.World);
|
|||
|
break;
|
|||
|
case FollowModes.RegularLerp:
|
|||
|
interpolatedDistance = Mathf.Lerp(0f, trueDistance, Time.deltaTime * FollowPositionSpeed);
|
|||
|
interpolatedDistance = ApplyMinMaxDistancing(trueDistance, interpolatedDistance);
|
|||
|
this.transform.Translate(_direction * interpolatedDistance, Space.World);
|
|||
|
break;
|
|||
|
case FollowModes.MMSpring:
|
|||
|
_newPosition = this.transform.position;
|
|||
|
MMMaths.Spring(ref _newPosition, _newTargetPosition, ref _velocity, PositionSpringDamping, PositionSpringFrequency, FollowPositionSpeed, Time.deltaTime);
|
|||
|
if (_localSpace)
|
|||
|
{
|
|||
|
this.transform.localPosition = _newPosition;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
this.transform.position = _newPosition;
|
|||
|
}
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
interpolatedDistance = ApplyMinMaxDistancing(trueDistance, interpolatedDistance);
|
|||
|
this.transform.Translate(_direction * interpolatedDistance, Space.World);
|
|||
|
}
|
|||
|
|
|||
|
if (AnchorToInitialPosition)
|
|||
|
{
|
|||
|
if (Vector3.Distance(this.transform.position, _initialPosition) > MaxDistanceToAnchor)
|
|||
|
{
|
|||
|
if (_localSpace)
|
|||
|
{
|
|||
|
this.transform.localPosition = _initialPosition + Vector3.ClampMagnitude(this.transform.localPosition - _initialPosition, MaxDistanceToAnchor);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
this.transform.position = _initialPosition + Vector3.ClampMagnitude(this.transform.position - _initialPosition, MaxDistanceToAnchor);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Applies minimal and maximal distance rules to the interpolated distance
|
|||
|
/// </summary>
|
|||
|
/// <param name="trueDistance"></param>
|
|||
|
/// <param name="interpolatedDistance"></param>
|
|||
|
/// <returns></returns>
|
|||
|
protected virtual float ApplyMinMaxDistancing(float trueDistance, float interpolatedDistance)
|
|||
|
{
|
|||
|
if (UseMinimumDistanceBeforeFollow && (trueDistance - interpolatedDistance < MinimumDistanceBeforeFollow))
|
|||
|
{
|
|||
|
interpolatedDistance = 0f;
|
|||
|
}
|
|||
|
|
|||
|
if (UseMaximumDistance && (trueDistance - interpolatedDistance >= MaximumDistance))
|
|||
|
{
|
|||
|
interpolatedDistance = trueDistance - MaximumDistance;
|
|||
|
}
|
|||
|
|
|||
|
return interpolatedDistance;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Makes the object follow its target's rotation
|
|||
|
/// </summary>
|
|||
|
protected virtual void FollowTargetRotation()
|
|||
|
{
|
|||
|
if (Target == null)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if (!FollowRotation)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
_newTargetRotation = Target.rotation;
|
|||
|
|
|||
|
if (InterpolateRotation)
|
|||
|
{
|
|||
|
switch (FollowRotationMode)
|
|||
|
{
|
|||
|
case FollowModes.MMLerp:
|
|||
|
this.transform.rotation = MMMaths.Lerp(this.transform.rotation, _newTargetRotation, FollowRotationSpeed, Time.deltaTime);
|
|||
|
break;
|
|||
|
case FollowModes.RegularLerp:
|
|||
|
this.transform.rotation = Quaternion.Lerp(this.transform.rotation, _newTargetRotation, Time.deltaTime * FollowRotationSpeed);
|
|||
|
break;
|
|||
|
case FollowModes.MMSpring:
|
|||
|
this.transform.rotation = MMMaths.Lerp(this.transform.rotation, _newTargetRotation, FollowRotationSpeed, Time.deltaTime);
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
this.transform.rotation = _newTargetRotation;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Makes the object follow its target's scale
|
|||
|
/// </summary>
|
|||
|
protected virtual void FollowTargetScale()
|
|||
|
{
|
|||
|
if (Target == null)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if (!FollowScale)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
_newScale = Target.localScale * FollowScaleFactor;
|
|||
|
|
|||
|
if (InterpolateScale)
|
|||
|
{
|
|||
|
switch (FollowScaleMode)
|
|||
|
{
|
|||
|
case FollowModes.MMLerp:
|
|||
|
this.transform.localScale = MMMaths.Lerp(this.transform.localScale, _newScale, FollowScaleSpeed, Time.deltaTime);
|
|||
|
break;
|
|||
|
case FollowModes.RegularLerp:
|
|||
|
this.transform.localScale = Vector3.Lerp(this.transform.localScale, _newScale, Time.deltaTime * FollowScaleSpeed);
|
|||
|
break;
|
|||
|
case FollowModes.MMSpring:
|
|||
|
this.transform.localScale = MMMaths.Lerp(this.transform.localScale, _newScale, FollowScaleSpeed, Time.deltaTime);
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
this.transform.localScale = _newScale;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void ChangeFollowTarget(Transform newTarget) => Target = newTarget;
|
|||
|
}
|
|||
|
}
|