using System.Collections; using System.Collections.Generic; using UnityEngine; using MoreMountains.Tools; namespace MoreMountains.Feedbacks { /// /// This feedback will let you animate the density, color, end and start distance of your scene's fog /// [AddComponentMenu("")] [FeedbackHelp("This feedback will let you animate the density, color, end and start distance of your scene's fog")] [FeedbackPath("Renderer/Fog")] public class MMFeedbackFog : MMFeedback { /// sets the inspector color for this feedback #if UNITY_EDITOR public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.RendererColor; } } #endif /// the possible modes for this feedback public enum Modes { OverTime, Instant } [Header("Fog")] /// whether the feedback should affect the sprite renderer instantly or over a period of time [Tooltip("whether the feedback should affect the sprite renderer instantly or over a period of time")] public Modes Mode = Modes.OverTime; /// how long the sprite renderer should change over time [Tooltip("how long the sprite renderer should change over time")] [MMFEnumCondition("Mode", (int)Modes.OverTime)] public float Duration = 0.2f; /// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over [Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")] public bool AllowAdditivePlays = false; [Header("Fog Density")] /// whether or not to modify the fog's density [Tooltip("whether or not to modify the fog's density")] public bool ModifyFogDensity = true; /// a curve to use to animate the fog's density over time [Tooltip("a curve to use to animate the fog's density over time")] public MMTweenType DensityCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0))); /// the value to remap the fog's density curve zero value to [Tooltip("the value to remap the fog's density curve zero value to")] public float DensityRemapZero = 0.01f; /// the value to remap the fog's density curve one value to [Tooltip("the value to remap the fog's density curve one value to")] public float DensityRemapOne = 0.05f; /// the value to change the fog's density to when in instant mode [Tooltip("the value to change the fog's density to when in instant mode")] public float DensityInstantChange; [Header("Fog Start Distance")] /// whether or not to modify the fog's start distance [Tooltip("whether or not to modify the fog's start distance")] public bool ModifyStartDistance = true; /// a curve to use to animate the fog's start distance over time [Tooltip("a curve to use to animate the fog's start distance over time")] public MMTweenType StartDistanceCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0))); /// the value to remap the fog's start distance curve zero value to [Tooltip("the value to remap the fog's start distance curve zero value to")] public float StartDistanceRemapZero = 0f; /// the value to remap the fog's start distance curve one value to [Tooltip("the value to remap the fog's start distance curve one value to")] public float StartDistanceRemapOne = 0f; /// the value to change the fog's start distance to when in instant mode [Tooltip("the value to change the fog's start distance to when in instant mode")] public float StartDistanceInstantChange; [Header("Fog End Distance")] /// whether or not to modify the fog's end distance [Tooltip("whether or not to modify the fog's end distance")] public bool ModifyEndDistance = true; /// a curve to use to animate the fog's end distance over time [Tooltip("a curve to use to animate the fog's end distance over time")] public MMTweenType EndDistanceCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0))); /// the value to remap the fog's end distance curve zero value to [Tooltip("the value to remap the fog's end distance curve zero value to")] public float EndDistanceRemapZero = 0f; /// the value to remap the fog's end distance curve one value to [Tooltip("the value to remap the fog's end distance curve one value to")] public float EndDistanceRemapOne = 300f; /// the value to change the fog's end distance to when in instant mode [Tooltip("the value to change the fog's end distance to when in instant mode")] public float EndDistanceInstantChange; [Header("Fog Color")] /// whether or not to modify the fog's color [Tooltip("whether or not to modify the fog's color")] public bool ModifyColor = true; /// the colors to apply to the sprite renderer over time [Tooltip("the colors to apply to the sprite renderer over time")] [MMFEnumCondition("Mode", (int)Modes.OverTime)] public Gradient ColorOverTime; /// the color to move to in instant mode [Tooltip("the color to move to in instant mode")] [MMFEnumCondition("Mode", (int)Modes.Instant)] public Color InstantColor; /// the duration of this feedback is the duration of the sprite renderer, or 0 if instant public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { if (Mode != Modes.Instant) { Duration = value; } } } protected Coroutine _coroutine; /// /// On Play we change the values of our fog /// /// /// protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (Active) { float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity; switch (Mode) { case Modes.Instant: if (ModifyColor) { RenderSettings.fogColor = InstantColor; } if (ModifyStartDistance) { RenderSettings.fogStartDistance = StartDistanceInstantChange; } if (ModifyEndDistance) { RenderSettings.fogEndDistance = EndDistanceInstantChange; } if (ModifyFogDensity) { RenderSettings.fogDensity = DensityInstantChange * intensityMultiplier; } break; case Modes.OverTime: if (!AllowAdditivePlays && (_coroutine != null)) { return; } _coroutine = StartCoroutine(FogSequence(intensityMultiplier)); break; } } } /// /// This coroutine will modify the values on the fog settings /// /// protected virtual IEnumerator FogSequence(float intensityMultiplier) { float journey = NormalPlayDirection ? 0f : FeedbackDuration; while ((journey >= 0) && (journey <= FeedbackDuration)) { float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f); SetFogValues(remappedTime, intensityMultiplier); journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime; yield return null; } SetFogValues(FinalNormalizedTime, intensityMultiplier); _coroutine = null; yield return null; } /// /// Sets the various values on the fog on a specified time (between 0 and 1) /// /// protected virtual void SetFogValues(float time, float intensityMultiplier) { if (ModifyColor) { RenderSettings.fogColor = ColorOverTime.Evaluate(time); } if (ModifyFogDensity) { RenderSettings.fogDensity = MMTween.Tween(time, 0f, 1f, DensityRemapZero, DensityRemapOne, DensityCurve) * intensityMultiplier; } if (ModifyStartDistance) { RenderSettings.fogStartDistance = MMTween.Tween(time, 0f, 1f, StartDistanceRemapZero, StartDistanceRemapOne, StartDistanceCurve); } if (ModifyEndDistance) { RenderSettings.fogEndDistance = MMTween.Tween(time, 0f, 1f, EndDistanceRemapZero, EndDistanceRemapOne, EndDistanceCurve); } } } }