186 lines
5.2 KiB
C#
186 lines
5.2 KiB
C#
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using UnityEngine;
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using UnityEngine.Events;
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namespace Lean.Common
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{
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/// <summary>This component allows you to accumulate delta changes until they reach a threshold delta, and then output them.
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/// This is useful for making more precise movements when using inaccurate touch inputs.</summary>
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[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanThresholdDelta")]
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[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Threshold Delta")]
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public class LeanThresholdDelta : 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>The current accumulated delta.</summary>
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public Vector3 Current;
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/// <summary>When any dimension of <b>Current</b> exceeds this, <b>OnDelta___</b> will be called, and <b>Current</b> will be rolled back.</summary>
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public float Threshold = 1.0f;
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/// <summary>If you enable this then the delta will step in increments based on the <b>Threshold</b> value. If you disable this then the position will immediately be set to the <b>Current</b> value.</summary>
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public bool Step;
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public FloatEvent OnDeltaX { get { if (onDeltaX == null) onDeltaX = new FloatEvent(); return onDeltaX; } } [SerializeField] private FloatEvent onDeltaX;
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public FloatEvent OnDeltaY { get { if (onDeltaY == null) onDeltaY = new FloatEvent(); return onDeltaY; } } [SerializeField] private FloatEvent onDeltaY;
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public FloatEvent OnDeltaZ { get { if (onDeltaZ == null) onDeltaZ = new FloatEvent(); return onDeltaZ; } } [SerializeField] private FloatEvent onDeltaZ;
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public Vector2Event OnDeltaXY { get { if (onDeltaXY == null) onDeltaXY = new Vector2Event(); return onDeltaXY; } } [SerializeField] private Vector2Event onDeltaXY;
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public Vector3Event OnDeltaXYZ { get { if (onDeltaXYZ == null) onDeltaXYZ = new Vector3Event(); return onDeltaXYZ; } } [SerializeField] private Vector3Event onDeltaXYZ;
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/// <summary>This method allows you to increment <b>Current</b>.</summary>
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public void AddXY(Vector2 delta)
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{
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Current.x += delta.x;
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Current.y += delta.y;
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}
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/// <summary>This method allows you to increment <b>Current</b>.</summary>
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public void AddXYZ(Vector3 delta)
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{
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Current += delta;
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}
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/// <summary>This method allows you to increment <b>Current.x</b>.</summary>
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public void AddX(float delta)
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{
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Current.x += delta;
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}
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/// <summary>This method allows you to increment <b>Current.y</b>.</summary>
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public void AddY(float delta)
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{
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Current.y += delta;
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}
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/// <summary>This method allows you to increment <b>Current.z</b>.</summary>
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public void AddZ(float delta)
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{
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Current.z += delta;
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}
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protected virtual void Update()
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{
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var delta = Current;
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if (Threshold > 0.0f)
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{
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var stepX = (int)(delta.x / Threshold);
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var stepY = (int)(delta.y / Threshold);
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var stepZ = (int)(delta.z / Threshold);
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if (stepX == 0 && stepY == 0 && stepZ == 0)
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{
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return;
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}
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if (Step == true)
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{
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delta.x = stepX * Threshold;
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delta.y = stepY * Threshold;
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delta.z = stepZ * Threshold;
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Current -= delta;
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}
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else
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{
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Current = Vector3.zero;
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}
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}
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else
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{
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if (delta.x == 0.0f && delta.y == 0.0f && delta.z == 0.0f)
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{
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return;
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}
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Current = Vector3.zero;
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}
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if (onDeltaX != null)
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{
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onDeltaX.Invoke(delta.x);
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}
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if (onDeltaY != null)
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{
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onDeltaY.Invoke(delta.y);
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}
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if (onDeltaZ != null)
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{
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onDeltaZ.Invoke(delta.z);
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}
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if (onDeltaXY != null)
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{
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onDeltaXY.Invoke(delta);
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}
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if (onDeltaXYZ != null)
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{
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onDeltaXYZ.Invoke(delta);
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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 = LeanThresholdDelta;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanThresholdDelta_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("Current", "The current accumulated delta.");
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Draw("Threshold", "When any dimension of Value exceeds this, OnDelta___ will be called, and Value will be rolled back.");
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Draw("Step", "If you enable this then the delta will step in increments based on the Threshold value. If you disable this then the position will immediately be set to the Current value.");
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Separator();
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var usedA = Any(tgts, t => t.OnDeltaX.GetPersistentEventCount() > 0);
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var usedB = Any(tgts, t => t.OnDeltaY.GetPersistentEventCount() > 0);
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var usedC = Any(tgts, t => t.OnDeltaZ.GetPersistentEventCount() > 0);
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var usedD = Any(tgts, t => t.OnDeltaXY.GetPersistentEventCount() > 0);
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var usedE = Any(tgts, t => t.OnDeltaXYZ.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("onDeltaX");
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}
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if (usedB == true || showUnusedEvents == true)
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{
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Draw("onDeltaY");
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}
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if (usedC == true || showUnusedEvents == true)
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{
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Draw("onDeltaZ");
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}
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if (usedD == true || showUnusedEvents == true)
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{
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Draw("onDeltaXY");
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}
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if (usedE == true || showUnusedEvents == true)
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{
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Draw("onDeltaXYZ");
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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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