SamsonGame/Assets/Sources/Lean/Common+/Extras/LeanManualTranslateRigidbod...

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2021-12-29 20:50:11 +03:00
using UnityEngine;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Common
{
/// <summary>This component allows you to translate the specified Rigidbody when you call methods like <b>TranslateA</b>, which can be done from events.</summary>
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanManualTranslateRigidbody")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Manual Translate Rigidbody")]
public class LeanManualTranslateRigidbody : MonoBehaviour
{
/// <summary>If you want this component to work on a different GameObject, then specify it here. This can be used to improve organization if your GameObject already has many components.</summary>
public GameObject Target { set { target = value; } get { return target; } } [FSA("Target")] [SerializeField] private GameObject target;
/// <summary>This allows you to set the coordinate space the translation will use.</summary>
public Space Space { set { space = value; } get { return space; } } [FSA("Space")] [SerializeField] private Space space;
/// <summary>The first translation direction, used when calling TranslateA or TranslateAB.</summary>
public Vector3 DirectionA { set { directionA = value; } get { return directionA; } } [FSA("DirectionA")] [SerializeField] private Vector3 directionA = Vector3.right;
/// <summary>The first second direction, used when calling TranslateB or TranslateAB.</summary>
public Vector3 DirectionB { set { directionB = value; } get { return directionB; } } [FSA("DirectionB")] [SerializeField] private Vector3 directionB = Vector3.up;
/// <summary>The translation distance is multiplied by this.
/// 1 = Normal distance.
/// 2 = Double distance.</summary>
public float Multiplier { set { multiplier = value; } get { return multiplier; } } [FSA("Multiplier")] [SerializeField] private float multiplier = 1.0f;
/// <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")] [SerializeField] private float damping = 10.0f;
/// <summary>If you enable this then the translation will be multiplied by Time.deltaTime. This allows you to maintain frame rate independent movement.</summary>
public bool ScaleByTime { set { scaleByTime = value; } get { return scaleByTime; } } [FSA("ScaleByTime")] [SerializeField] private bool scaleByTime;
/// <summary>This allows you to control how much momentum is retained when the dragging fingers are all released.
/// NOTE: This requires <b>Dampening</b> to be above 0.</summary>
public float Inertia { set { inertia = value; } get { return inertia; } } [FSA("Inertia")] [SerializeField] [Range(0.0f, 1.0f)] private float inertia;
/// <summary>If you want this component to override velocity enable this, otherwise disable this and rely on Rigidbody.drag.</summary>
public bool ResetVelocityInUpdate { set { resetVelocityInUpdate = value; } get { return resetVelocityInUpdate; } } [FSA("ResetVelocityInUpdate")] [SerializeField] private bool resetVelocityInUpdate = true;
[SerializeField]
private Vector3 remainingDelta;
/// <summary>This method allows you to translate along DirectionA, with the specified multiplier.</summary>
public void TranslateA(float magnitude)
{
Translate(directionA * magnitude);
}
/// <summary>This method allows you to translate along DirectionB, with the specified multiplier.</summary>
public void TranslateB(float magnitude)
{
Translate(directionB * magnitude);
}
/// <summary>This method allows you to translate along DirectionA and DirectionB, with the specified multipliers.</summary>
public void TranslateAB(Vector2 magnitude)
{
Translate(directionA * magnitude.x + directionB * magnitude.y);
}
/// <summary>This method allows you to translate along the specified vector in local space.</summary>
public void Translate(Vector3 vector)
{
if (space == Space.Self)
{
var finalTransform = target != null ? target.transform : transform;
vector = finalTransform.TransformVector(vector);
}
TranslateWorld(vector);
}
/// <summary>This method allows you to translate along the specified vector in world space.</summary>
public void TranslateWorld(Vector3 vector)
{
if (scaleByTime == true)
{
vector *= Time.deltaTime;
}
remainingDelta += vector * multiplier;
}
protected virtual void FixedUpdate()
{
var finalTransform = target != null ? target.transform : transform;
var factor = LeanHelper.GetDampenFactor(Damping, Time.fixedDeltaTime);
var newDelta = Vector3.Lerp(remainingDelta, Vector3.zero, factor);
var rigidbody = finalTransform.GetComponent<Rigidbody>();
if (rigidbody != null)
{
rigidbody.velocity += (remainingDelta - newDelta) / Time.fixedDeltaTime;
}
remainingDelta = newDelta;
}
protected virtual void Update()
{
if (resetVelocityInUpdate == true)
{
var finalGameObject = target != null ? target : gameObject;
var rigidbody = finalGameObject.GetComponent<Rigidbody>();
if (rigidbody != null)
{
rigidbody.velocity = Vector3.zero;
}
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanManualTranslateRigidbody;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanManualTranslateRigidbody_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("target", "If you want this component to work on a different GameObject, then specify it here. This can be used to improve organization if your GameObject already has many components.");
Draw("space", "This allows you to set the coordinate space the translation will use.");
Draw("directionA", "The first translation direction, used when calling TranslateA or TranslateAB.");
Draw("directionB", "The first translation direction, used when calling TranslateB or TranslateAB.");
Separator();
Draw("multiplier", "The translation distance is multiplied by this.\n\n1 = Normal distance.\n\n2 = Double distance.");
Draw("scaleByTime", "If you enable this then the translation will be multiplied by Time.deltaTime. This allows you to maintain frame rate independent movement.");
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("inertia", "This allows you to control how much momentum is retained when the dragging fingers are all released.\n\nNOTE: This requires <b>Dampening</b> to be above 0.");
Draw("resetVelocityInUpdate", "If you want this component to override velocity enable this, otherwise disable this and rely on Rigidbody.drag.");
}
}
}
#endif