606 lines
23 KiB
C#
606 lines
23 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using System.Reflection;
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namespace MoreMountains.Tools
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{
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public class MonoAttribute
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{
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public enum MemberTypes { Property, Field }
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public MonoBehaviour TargetObject;
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public MemberTypes MemberType;
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public PropertyInfo MemberPropertyInfo;
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public FieldInfo MemberFieldInfo;
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public string MemberName;
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public MonoAttribute(MonoBehaviour targetObject, MemberTypes type, PropertyInfo propertyInfo, FieldInfo fieldInfo, string memberName)
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{
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TargetObject = targetObject;
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MemberType = type;
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MemberPropertyInfo = propertyInfo;
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MemberFieldInfo = fieldInfo;
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MemberName = memberName;
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}
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public virtual float GetValue()
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{
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if (MemberType == MonoAttribute.MemberTypes.Property)
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{
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return (float)MemberPropertyInfo.GetValue(TargetObject);
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}
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else if (MemberType == MonoAttribute.MemberTypes.Field)
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{
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return (float)MemberFieldInfo.GetValue(TargetObject);
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}
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return 0f;
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}
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public virtual void SetValue(float newValue)
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{
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if (MemberType == MonoAttribute.MemberTypes.Property)
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{
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MemberPropertyInfo.SetValue(TargetObject, newValue);
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}
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else if (MemberType == MonoAttribute.MemberTypes.Field)
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{
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MemberFieldInfo.SetValue(TargetObject, newValue);
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}
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}
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}
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/// <summary>
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/// A class used to control a float in any other class, over time
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/// To use it, simply drag a monobehaviour in its target field, pick a control mode (ping pong or random), and tweak the settings
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/Property Controllers/FloatController")]
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[MMRequiresConstantRepaint]
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public class FloatController : MMMonoBehaviour
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{
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/// the possible control modes
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public enum ControlModes { PingPong, Random, OneTime, AudioAnalyzer, ToDestination, Driven }
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[Header("Target")]
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/// the mono on which the float you want to control is
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public MonoBehaviour TargetObject;
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[Header("Global Settings")]
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/// the control mode (ping pong or random)
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public ControlModes ControlMode;
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/// whether or not the updated value should be added to the initial one
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public bool AddToInitialValue = false;
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/// whether or not to use unscaled time
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public bool UseUnscaledTime = true;
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/// whether or not you want to revert to the InitialValue after the control ends
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public bool RevertToInitialValueAfterEnd = true;
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[Header("Driven")]
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/// the value that will be applied to the controlled float in driven mode
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public float DrivenLevel = 0f;
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[Header("Ping Pong")]
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/// the curve to apply to the tween
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public MMTweenType Curve = new MMTweenType(MMTween.MMTweenCurve.EaseInCubic);
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/// the minimum value for the ping pong
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public float MinValue = 0f;
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/// the maximum value for the ping pong
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public float MaxValue = 5f;
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/// the duration of one ping (or pong)
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public float Duration = 1f;
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/// the duration (in seconds) between a ping and a pong
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public float PingPongPauseDuration = 0f;
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[Header("Random")]
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[MMVector("Min", "Max")]
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/// the noise amplitude
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public Vector2 Amplitude = new Vector2(0f,5f);
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[MMVector("Min", "Max")]
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/// the noise frequency
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public Vector2 Frequency = new Vector2(1f, 1f);
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[MMVector("Min", "Max")]
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/// the noise shift
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public Vector2 Shift = new Vector2(0f, 1f);
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/// if this is true, will let you remap the noise value (without amplitude) to the bounds you've specified
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public bool RemapNoiseValues = false;
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/// the value to which to remap the random's zero bound
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[MMCondition("RemapNoiseValues", true)]
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public float RemapNoiseZero = 0f;
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/// the value to which to remap the random's one bound
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[MMCondition("RemapNoiseValues", true)]
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public float RemapNoiseOne = 1f;
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[Header("OneTime")]
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/// the duration of the One Time shake
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public float OneTimeDuration = 1f;
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/// the amplitude of the One Time shake (this will be multiplied by the curve's height)
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public float OneTimeAmplitude = 1f;
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/// the low value to remap the normalized curve value to
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public float OneTimeRemapMin = 0f;
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/// the high value to remap the normalized curve value to
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public float OneTimeRemapMax = 1f;
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/// the curve to apply to the one time shake
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public AnimationCurve OneTimeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// whether or not this controller should go to sleep after a one time shake
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public bool DisableAfterOneTime;
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/// whether or not this controller should go back to sleep after a OneTime
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public bool DisableGameObjectAfterOneTime = false;
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[MMInspectorButton("OneTime")]
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/// a test button for the one time shake
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public bool OneTimeButton;
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[Header("ToDestination")]
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/// the duration of the tween to the destination value
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public float ToDestinationDuration = 1f;
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/// the value to tween to
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public float ToDestinationValue = 1f;
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/// the curve to use when tweening a value to destination
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public AnimationCurve ToDestinationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 0.6f), new Keyframe(1f, 1f));
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/// whether or not this controller should go to sleep after a to destination shake
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public bool DisableAfterToDestination;
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[MMInspectorButton("ToDestination")]
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/// a test button for the one time shake
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public bool ToDestinationButton;
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public enum AudioAnalyzerModes { Beat, NormalizedBufferedBandLevels }
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[Header("AudioAnalyzer")]
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/// the audio analyzer to read the value on
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public MMAudioAnalyzer AudioAnalyzer;
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/// whether to look at a Beat or at the normalized buffered band levels
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public AudioAnalyzerModes AudioAnalyzerMode = AudioAnalyzerModes.Beat;
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/// the ID of the beat to listen to
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public int BeatID;
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/// when in NormalizedBufferedBandLevels
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public int NormalizedLevelID = 0;
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/// a multiplier to apply to the output beat value
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public float AudioAnalyzerMultiplier = 1f;
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[Header("Debug")]
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[MMReadOnly]
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/// the initial value of the controlled float
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public float InitialValue;
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[MMReadOnly]
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/// the current value of the controlled float
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public float CurrentValue;
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[MMReadOnly]
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/// the current value of the controlled float, normalized
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public float CurrentValueNormalized;
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/// internal use only
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[HideInInspector]
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public float PingPong;
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/// internal use only
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[HideInInspector]
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public MonoAttribute TargetAttribute;
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/// internal use only
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[HideInInspector]
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public string[] AttributeNames;
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/// internal use only
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[HideInInspector]
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public string PropertyName;
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/// internal use only
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[HideInInspector]
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public int ChoiceIndex;
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public const string _undefinedString = "<Undefined Attribute>";
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protected List<string> _attributesNamesTempList;
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protected PropertyInfo[] _propertyReferences;
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protected FieldInfo[] _fieldReferences;
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protected bool _attributeFound;
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protected float _randomAmplitude;
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protected float _randomFrequency;
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protected float _randomShift;
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protected float _elapsedTime = 0f;
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protected bool _shaking = false;
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protected float _shakeStartTimestamp = 0f;
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protected float _remappedTimeSinceStart = 0f;
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protected float _pingPongDirection = 1f;
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protected float _lastPingPongPauseAt = 0f;
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protected float _initialValue = 0f;
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protected MonoBehaviour _targetObjectLastFrame;
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protected MonoAttribute _targetAttributeLastFrame;
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/// <summary>
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/// Finds an attribute (property or field) on the target object
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/// </summary>
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/// <param name="propertyName"></param>
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/// <returns></returns>
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public virtual bool FindAttribute(string propertyName)
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{
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FieldInfo fieldInfo = null;
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PropertyInfo propInfo = null;
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TargetAttribute = null;
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propInfo = TargetObject.GetType().GetProperty(propertyName);
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if (propInfo == null)
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{
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fieldInfo = TargetObject.GetType().GetField(propertyName);
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}
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if (propInfo != null)
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{
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TargetAttribute = new MonoAttribute(TargetObject, MonoAttribute.MemberTypes.Property, propInfo, null, propertyName);
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}
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if (fieldInfo != null)
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{
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TargetAttribute = new MonoAttribute(TargetObject, MonoAttribute.MemberTypes.Field, null, fieldInfo, propertyName);
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}
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if (PropertyName == _undefinedString)
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{
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Debug.LogError("FloatController " + this.name + " : you need to pick a property from the Property list");
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return false;
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}
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if ((propInfo == null) && (fieldInfo == null))
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{
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Debug.LogError("FloatController " + this.name + " couldn't find any property or field named " + propertyName + " on " + TargetObject.name);
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return false;
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}
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if (TargetAttribute.MemberType == MonoAttribute.MemberTypes.Property)
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{
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TargetAttribute.MemberPropertyInfo = TargetObject.GetType().GetProperty(TargetAttribute.MemberName);
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}
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else if (TargetAttribute.MemberType == MonoAttribute.MemberTypes.Field)
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{
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TargetAttribute.MemberFieldInfo = TargetObject.GetType().GetField(TargetAttribute.MemberName);
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}
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return true;
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}
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/// <summary>
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/// On start we initialize our controller
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/// </summary>
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protected virtual void Awake()
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{
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Initialization();
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}
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/// <summary>
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/// On enable, grabs the initial value
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/// </summary>
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protected virtual void OnEnable()
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{
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InitialValue = GetInitialValue();
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}
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/// <summary>
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/// Grabs the target property and initializes stuff
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/// </summary>
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public virtual void Initialization()
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{
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_attributeFound = FindAttribute(PropertyName);
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if (!_attributeFound)
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{
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return;
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}
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if ((TargetObject == null) || (string.IsNullOrEmpty(TargetAttribute.MemberName)))
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{
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return;
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}
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_elapsedTime = 0f;
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_randomAmplitude = Random.Range(Amplitude.x, Amplitude.y);
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_randomFrequency = Random.Range(Frequency.x, Frequency.y);
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_randomShift = Random.Range(Shift.x, Shift.y);
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InitialValue = GetInitialValue();
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_shaking = false;
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}
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/// <summary>
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/// Grabs the initial float value
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/// </summary>
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/// <returns></returns>
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protected virtual float GetInitialValue()
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{
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if (TargetAttribute.MemberType == MonoAttribute.MemberTypes.Property)
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{
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return (float)TargetAttribute.MemberPropertyInfo.GetValue(TargetObject);
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}
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else if (TargetAttribute.MemberType == MonoAttribute.MemberTypes.Field)
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{
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return (float)TargetAttribute.MemberFieldInfo.GetValue(TargetObject);
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}
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return 0f;
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}
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/// <summary>
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/// Sets the level to the value passed in parameters
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/// </summary>
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/// <param name="level"></param>
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public virtual void SetDrivenLevelAbsolute(float level)
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{
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DrivenLevel = level;
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}
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/// <summary>
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/// Sets the level to the remapped value passed in parameters
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/// </summary>
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/// <param name="normalizedLevel"></param>
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/// <param name="remapZero"></param>
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/// <param name="remapOne"></param>
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public virtual void SetDrivenLevelNormalized(float normalizedLevel, float remapZero, float remapOne)
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{
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DrivenLevel = MMMaths.Remap(normalizedLevel, 0f, 1f, remapZero, remapOne);
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}
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/// <summary>
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/// Triggers a one time shake of the float controller
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/// </summary>
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public virtual void OneTime()
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{
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if ((TargetObject == null) || (TargetAttribute == null))
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{
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return;
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}
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else
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{
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this.gameObject.SetActive(true);
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this.enabled = true;
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_shakeStartTimestamp = GetTime();
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_shaking = true;
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}
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}
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/// <summary>
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/// Triggers a one time shake of the controller to a specified destination value
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/// </summary>
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public virtual void ToDestination()
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{
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if ((TargetObject == null) || (TargetAttribute == null))
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{
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return;
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}
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else
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{
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this.enabled = true;
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ControlMode = ControlModes.ToDestination;
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_shakeStartTimestamp = GetTime();
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_shaking = true;
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_initialValue = GetInitialValue();
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}
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}
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/// <summary>
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/// Returns the relevant delta time
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/// </summary>
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/// <returns></returns>
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protected float GetDeltaTime()
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{
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return UseUnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime;
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}
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/// <summary>
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/// Returns the relevant time
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/// </summary>
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/// <returns></returns>
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protected float GetTime()
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{
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return UseUnscaledTime ? Time.unscaledTime : Time.time;
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}
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/// <summary>
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/// On Update, we move our value based on the defined settings
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/// </summary>
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protected virtual void Update()
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{
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_targetObjectLastFrame = TargetObject;
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_targetAttributeLastFrame = TargetAttribute;
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if ((TargetObject == null) || (TargetAttribute == null) || (!_attributeFound))
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{
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return;
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}
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switch (ControlMode)
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{
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case ControlModes.PingPong:
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if (GetTime() - _lastPingPongPauseAt < PingPongPauseDuration)
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{
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return;
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}
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PingPong += GetDeltaTime() * _pingPongDirection;
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if (PingPong < 0f)
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{
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PingPong = 0f;
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_pingPongDirection = -_pingPongDirection;
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_lastPingPongPauseAt = GetTime();
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}
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if (PingPong > Duration)
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{
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PingPong = Duration;
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_pingPongDirection = -_pingPongDirection;
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_lastPingPongPauseAt = GetTime();
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}
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CurrentValue = MMTween.Tween(PingPong, 0f, Duration, MinValue, MaxValue, Curve);
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CurrentValueNormalized = MMMaths.Remap(CurrentValue, MinValue, MaxValue, 0f, 1f);
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break;
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case ControlModes.Random:
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_elapsedTime += GetDeltaTime();
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CurrentValueNormalized = Mathf.PerlinNoise(_randomFrequency * _elapsedTime, _randomShift);
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if (RemapNoiseValues)
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{
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CurrentValue = CurrentValueNormalized;
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CurrentValue = MMMaths.Remap(CurrentValue, 0f, 1f, RemapNoiseZero, RemapNoiseOne);
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}
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else
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{
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CurrentValue = (CurrentValueNormalized * 2.0f - 1.0f) * _randomAmplitude;
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}
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break;
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case ControlModes.OneTime:
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if (!_shaking)
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{
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return;
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}
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_remappedTimeSinceStart = MMMaths.Remap(GetTime() - _shakeStartTimestamp, 0f, OneTimeDuration, 0f, 1f);
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CurrentValueNormalized = OneTimeCurve.Evaluate(_remappedTimeSinceStart);
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CurrentValue = MMMaths.Remap(CurrentValueNormalized, 0f, 1f, OneTimeRemapMin, OneTimeRemapMax);
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CurrentValue *= OneTimeAmplitude;
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break;
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case ControlModes.AudioAnalyzer:
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if (AudioAnalyzerMode == AudioAnalyzerModes.Beat)
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{
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CurrentValue = AudioAnalyzer.Beats[BeatID].CurrentValue * AudioAnalyzerMultiplier;
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}
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else
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{
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CurrentValue = AudioAnalyzer.NormalizedBufferedBandLevels[NormalizedLevelID] * AudioAnalyzerMultiplier;
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}
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CurrentValueNormalized = Mathf.Clamp(AudioAnalyzer.Beats[BeatID].CurrentValue, 0f, 1f);
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break;
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case ControlModes.Driven:
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CurrentValue = DrivenLevel;
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CurrentValueNormalized = Mathf.Clamp(CurrentValue, 0f, 1f);
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break;
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case ControlModes.ToDestination:
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if (!_shaking)
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{
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return;
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}
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_remappedTimeSinceStart = MMMaths.Remap(GetTime() - _shakeStartTimestamp, 0f, ToDestinationDuration, 0f, 1f);
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float time = ToDestinationCurve.Evaluate(_remappedTimeSinceStart);
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CurrentValue = Mathf.LerpUnclamped(_initialValue, ToDestinationValue, time);
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CurrentValueNormalized = MMMaths.Remap(CurrentValue, _initialValue, ToDestinationValue, 0f, 1f);
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break;
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}
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if (AddToInitialValue)
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{
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CurrentValue += InitialValue;
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}
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if (ControlMode == ControlModes.OneTime)
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{
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if (_shaking && (GetTime() - _shakeStartTimestamp > OneTimeDuration))
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{
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_shaking = false;
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if (RevertToInitialValueAfterEnd)
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{
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CurrentValue = InitialValue;
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TargetAttribute.SetValue(CurrentValue);
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}
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else
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{
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CurrentValue = OneTimeCurve.Evaluate(1f);
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CurrentValue = MMMaths.Remap(CurrentValue, 0f, 1f, OneTimeRemapMin, OneTimeRemapMax);
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CurrentValue *= OneTimeAmplitude;
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TargetAttribute.SetValue(CurrentValue);
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}
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if (DisableAfterOneTime)
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{
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this.enabled = false;
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}
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if (DisableGameObjectAfterOneTime)
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{
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this.gameObject.SetActive(false);
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}
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return;
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}
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}
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if (ControlMode == ControlModes.ToDestination)
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{
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if (_shaking && (GetTime() - _shakeStartTimestamp > ToDestinationDuration))
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{
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_shaking = false;
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if (RevertToInitialValueAfterEnd)
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{
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CurrentValue = InitialValue;
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}
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else
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{
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CurrentValue = ToDestinationValue;
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}
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TargetAttribute.SetValue(CurrentValue);
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if (DisableAfterOneTime)
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{
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this.enabled = false;
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}
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if (DisableGameObjectAfterOneTime)
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{
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this.gameObject.SetActive(false);
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}
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return;
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}
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}
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TargetAttribute.SetValue(CurrentValue);
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}
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/// <summary>
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/// When the contents of the inspector change, and if the target changed, we grab all its properties and store them
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/// </summary>
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|
protected virtual void OnValidate()
|
|
{
|
|
FillDropDownList();
|
|
if ( Application.isPlaying
|
|
&& ((_targetAttributeLastFrame != TargetAttribute) || (_targetObjectLastFrame != TargetObject)) )
|
|
{
|
|
Initialization();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// On disable we revert to the previous value if needed
|
|
/// </summary>
|
|
protected virtual void OnDisable()
|
|
{
|
|
if (RevertToInitialValueAfterEnd)
|
|
{
|
|
CurrentValue = InitialValue;
|
|
TargetAttribute.SetValue(CurrentValue);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fills the inspector dropdown with all the possible choices
|
|
/// </summary>
|
|
public virtual void FillDropDownList()
|
|
{
|
|
AttributeNames = new string[0];
|
|
|
|
if (TargetObject == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_propertyReferences = TargetObject.GetType().GetProperties();
|
|
_attributesNamesTempList = new List<string>();
|
|
_attributesNamesTempList.Add(_undefinedString);
|
|
|
|
foreach (PropertyInfo propertyInfo in _propertyReferences)
|
|
{
|
|
if (propertyInfo.PropertyType.Name == "Single")
|
|
{
|
|
_attributesNamesTempList.Add(propertyInfo.Name);
|
|
}
|
|
}
|
|
|
|
_fieldReferences = TargetObject.GetType().GetFields();
|
|
foreach (FieldInfo fieldInfo in _fieldReferences)
|
|
{
|
|
if (fieldInfo.FieldType.Name == "Single")
|
|
{
|
|
_attributesNamesTempList.Add(fieldInfo.Name);
|
|
}
|
|
}
|
|
|
|
// we fill our dropdown list of names :
|
|
AttributeNames = _attributesNamesTempList.ToArray();
|
|
}
|
|
}
|
|
}
|
|
|