203 lines
6.6 KiB
C#
203 lines
6.6 KiB
C#
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using UnityEngine;
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using UnityEngine.Events;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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namespace Lean.Common
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{
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/// <summary>This component allows you to smooth a value that is sent to a component. This is done by first passing the value to this component using one of the <b>SetX/Y/Z</b> methods, and then sending it out after smoothing using the <b>OnValueX/Y/Z</b> events.</summary>
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[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanSmoothedValue")]
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[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Smoothed Value")]
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public class LeanSmoothedValue : MonoBehaviour
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{
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[System.Serializable] public class FloatEvent : UnityEvent<float> {}
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[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
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[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
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/// <summary>This allows you to control how quickly the target value is reached.
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/// -1 = Instantly change.
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/// 1 = Slowly change.
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/// 10 = Quickly change.</summary>
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public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [SerializeField] private float damping = 10.0f;
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/// <summary>Damping alone won't reach the target value. This setting allows you to force the value to move toward the target with linear interpolation.</summary>
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public float Threshold { set { threshold = value; } get { return threshold; } } [FSA("Threshold")] [SerializeField] private float threshold = 0.1f;
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/// <summary>If the target value has been reached, stop sending events?</summary>
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public bool AutoStop { set { autoStop = value; } get { return autoStop; } } [FSA("AutoStop")] [SerializeField] private bool autoStop = true;
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/// <summary>This event will send any previously set values after the specified delay.</summary>
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public FloatEvent OnValueX { get { if (onValueX == null) onValueX = new FloatEvent(); return onValueX; } } [SerializeField] private FloatEvent onValueX;
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/// <summary>This event will send any previously set values after the specified delay.</summary>
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public FloatEvent OnValueY { get { if (onValueY == null) onValueY = new FloatEvent(); return onValueY; } } [SerializeField] private FloatEvent onValueY;
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/// <summary>This event will send any previously set values after the specified delay.</summary>
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public FloatEvent OnValueZ { get { if (onValueZ == null) onValueZ = new FloatEvent(); return onValueZ; } } [SerializeField] private FloatEvent onValueZ;
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/// <summary>This event will send any previously set values after the specified delay.</summary>
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public Vector2Event OnValueXY { get { if (onValueXY == null) onValueXY = new Vector2Event(); return onValueXY; } } [SerializeField] private Vector2Event onValueXY;
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/// <summary>This event will send any previously set values after the specified delay.</summary>
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public Vector3Event OnValueXYZ { get { if (onValueXYZ == null) onValueXYZ = new Vector3Event(); return onValueXYZ; } } [SerializeField] private Vector3Event onValueXYZ;
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[SerializeField]
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private Vector3 currentValue;
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[SerializeField]
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private Vector3 targetValue;
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[SerializeField]
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private bool targetSet;
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/// <summary>This method allows you to set the X axis.</summary>
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public void SetX(float value)
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{
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targetValue.x = value;
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targetSet = true;
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}
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/// <summary>This method allows you to set the Y axis.</summary>
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public void SetY(float value)
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{
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targetValue.y = value;
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targetSet = true;
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}
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/// <summary>This method allows you to set the Z axis.</summary>
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public void SetZ(float value)
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{
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targetValue.z = value;
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targetSet = true;
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}
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/// <summary>This method allows you to set the XY axis.</summary>
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public void SetXY(Vector2 value)
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{
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targetValue.x = value.x;
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targetValue.y = value.y;
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targetSet = true;
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}
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/// <summary>This method allows you to set the XYZ axis.</summary>
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public void SetXYZ(Vector3 value)
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{
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targetValue = value;
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targetSet = true;
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}
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/// <summary>This method will immediately snap the current value to the target value.</summary>
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public void SnapToTarget()
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{
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currentValue = targetValue;
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}
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/// <summary>This method will reset the target value and stop sending any events.</summary>
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public void Stop()
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{
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targetValue = Vector3.zero;
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targetSet = false;
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}
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protected virtual void Update()
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{
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if (targetSet == true)
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{
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var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
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currentValue = Vector3.Lerp(currentValue, targetValue, factor);
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currentValue = Vector3.MoveTowards(currentValue, targetValue, threshold * Time.deltaTime);
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Submit(currentValue);
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if (autoStop == true && Vector3.SqrMagnitude(currentValue - targetValue) == 0.0f)
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{
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Stop();
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}
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}
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}
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private void Submit(Vector3 value)
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{
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if (onValueX != null)
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{
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onValueX.Invoke(value.x);
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}
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if (onValueY != null)
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{
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onValueY.Invoke(value.y);
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}
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if (onValueZ != null)
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{
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onValueZ.Invoke(value.z);
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}
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if (onValueXY != null)
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{
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onValueXY.Invoke(value);
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}
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if (onValueXYZ != null)
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{
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onValueXYZ.Invoke(value);
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}
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}
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}
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}
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#if UNITY_EDITOR
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namespace Lean.Common.Editor
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{
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using TARGET = LeanSmoothedValue;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanSmoothedValue_Editor : LeanEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("damping", "This allows you to control how quickly the target value is reached.");
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Draw("threshold", "Damping alone won't reach the target value. This setting allows you to force the value to move toward the target with linear interpolation.");
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Draw("autoStop", "If the target value has been reached, stop sending events?");
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Separator();
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var usedA = Any(tgts, t => t.OnValueX.GetPersistentEventCount() > 0);
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var usedB = Any(tgts, t => t.OnValueY.GetPersistentEventCount() > 0);
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var usedC = Any(tgts, t => t.OnValueZ.GetPersistentEventCount() > 0);
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var usedD = Any(tgts, t => t.OnValueXY.GetPersistentEventCount() > 0);
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var usedE = Any(tgts, t => t.OnValueXYZ.GetPersistentEventCount() > 0);
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var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
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if (usedA == true || showUnusedEvents == true)
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{
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Draw("onValueX");
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}
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if (usedB == true || showUnusedEvents == true)
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{
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Draw("onValueY");
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}
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if (usedC == true || showUnusedEvents == true)
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{
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Draw("onValueZ");
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}
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if (usedD == true || showUnusedEvents == true)
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{
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Draw("onValueXY");
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}
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if (usedE == true || showUnusedEvents == true)
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{
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Draw("onValueXYZ");
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}
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}
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}
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}
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#endif
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