using MoreMountains.Tools; using System.Collections; using UnityEngine; namespace MoreMountains.Feedbacks { /// /// This feedback will let you target (almost) any property, on any object in your scene. /// It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + /// to update that property over time /// [AddComponentMenu("")] [FeedbackHelp("This feedback will let you target (almost) any property, on any object in your scene. " + "It also works on scriptable objects. Drag an object, select a property, and setup your feedback " + "to update that property over time.")] [FeedbackPath("GameObject/Property")] public class MMFeedbackProperty : MMFeedback { /// the duration of this feedback is the duration of the target property, or 0 if instant public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { if (Mode != Modes.Instant) { Duration = value; } } } /// sets the inspector color for this feedback #if UNITY_EDITOR public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.GameObjectColor; } } #endif /// the possible modes for this feedback public enum Modes { OverTime, Instant } [Header("Target Property")] /// the receiver to write the level to [Tooltip("the receiver to write the level to")] public MMPropertyReceiver Target; [Header("Mode")] /// whether the feedback should affect the target property instantly or over a period of time [Tooltip("whether the feedback should affect the target property instantly or over a period of time")] public Modes Mode = Modes.OverTime; /// how long the target property should change over time [Tooltip("how long the target property should change over time")] [MMFEnumCondition("Mode", (int)Modes.OverTime)] public float Duration = 0.2f; /// whether or not that target property should be turned off on start [Tooltip("whether or not that target property should be turned off on start")] public bool StartsOff = false; /// whether or not the values should be relative or not [Tooltip("whether or not the values should be relative or not")] public bool RelativeValues = true; /// 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("Level")] /// the curve to tween the intensity on [Tooltip("the curve to tween the intensity on")] [MMFEnumCondition("Mode", (int)Modes.OverTime)] public MMTweenType LevelCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0))); /// the value to remap the intensity curve's 0 to [Tooltip("the value to remap the intensity curve's 0 to")] [MMFEnumCondition("Mode", (int)Modes.OverTime)] public float RemapLevelZero = 0f; /// the value to remap the intensity curve's 1 to [Tooltip("the value to remap the intensity curve's 1 to")] [MMFEnumCondition("Mode", (int)Modes.OverTime)] public float RemapLevelOne = 1f; /// the value to move the intensity to in instant mode [Tooltip("the value to move the intensity to in instant mode")] [MMFEnumCondition("Mode", (int)Modes.Instant)] public float InstantLevel; protected float _initialIntensity; protected Coroutine _coroutine; /// /// On init we turn the target property off if needed /// /// protected override void CustomInitialization(GameObject owner) { base.CustomInitialization(owner); Target.Initialization(this.gameObject); _initialIntensity = Target.Level; if (Active) { if (StartsOff) { Turn(false); } } } /// /// On Play we turn our target property on and start an over time coroutine if needed /// /// /// protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (Active) { Turn(true); float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity; switch (Mode) { case Modes.Instant: Target.SetLevel(InstantLevel); break; case Modes.OverTime: if (!AllowAdditivePlays && (_coroutine != null)) { return; } _coroutine = StartCoroutine(UpdateValueSequence(intensityMultiplier)); break; } } } /// /// This coroutine will modify the values on the target property /// /// protected virtual IEnumerator UpdateValueSequence(float intensityMultiplier) { float journey = NormalPlayDirection ? 0f : FeedbackDuration; while ((journey >= 0) && (journey <= FeedbackDuration)) { float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f); SetValues(remappedTime, intensityMultiplier); journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime; yield return null; } SetValues(FinalNormalizedTime, intensityMultiplier); if (StartsOff) { Turn(false); } _coroutine = null; yield return null; } /// /// Sets the various values on the target property on a specified time (between 0 and 1) /// /// protected virtual void SetValues(float time, float intensityMultiplier) { float intensity = MMTween.Tween(time, 0f, 1f, RemapLevelZero, RemapLevelOne, LevelCurve); intensity *= intensityMultiplier; if (RelativeValues) { intensity += _initialIntensity; } Target.SetLevel(intensity); } /// /// Turns the target property object off on stop if needed /// /// /// protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1) { base.CustomStopFeedback(position, feedbacksIntensity); if (Active) { Turn(false); } } /// /// Turns the target object on or off /// /// protected virtual void Turn(bool status) { if (Target.TargetComponent.gameObject != null) { Target.TargetComponent.gameObject.SetActive(status); } } } }