SamsonGame/Assets/Sources/Lean/Common+/Extras/LeanFollow.cs

122 lines
3.3 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Common
{
/// <summary>This component causes the current Transform to follow the specified trail of positions.</summary>
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanFollow")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Follow")]
public class LeanFollow : MonoBehaviour
{
/// <summary>When this object is within this many world space units of the next point, it will be removed.</summary>
public float Threshold { set { threshold = value; } get { return threshold; } } [FSA("Threshold")] [SerializeField] private float threshold = 0.001f;
/// <summary>The speed of the following in units per seconds.</summary>
public float Speed { set { speed = value; } get { return speed; } } [FSA("Speed")] [SerializeField] private float speed = 1.0f;
public UnityEvent OnReachedDestination { get { if (onReachedDestination == null) onReachedDestination = new UnityEvent(); return onReachedDestination; } } [SerializeField] private UnityEvent onReachedDestination;
[SerializeField]
private List<Vector3> positions;
/// <summary>This method will remove all follow positions, and stop movement.</summary>
[ContextMenu("Clear Positions")]
public void ClearPositions()
{
if (positions != null)
{
positions.Clear();
}
}
public void SnapToNextPosition()
{
if (positions != null && positions.Count > 0)
{
transform.position = positions[0];
}
}
/// <summary>This method adds a new position to the follow path.</summary>
public void AddPosition(Vector3 newPosition)
{
if (positions == null)
{
positions = new List<Vector3>();
}
// Only add newPosition if it's far enough away from the last added point
if (positions.Count == 0 || Vector3.Distance(positions[positions.Count - 1], newPosition) > threshold)
{
positions.Add(newPosition);
}
}
protected virtual void Update()
{
if (positions != null)
{
var previousCount = positions.Count;
TrimPositions();
if (positions.Count > 0)
{
var currentPosition = transform.position;
var targetPosition = positions[0];
currentPosition = Vector3.MoveTowards(currentPosition, targetPosition, speed * Time.deltaTime);
transform.position = currentPosition;
}
else if (previousCount > 0)
{
if (onReachedDestination != null) onReachedDestination.Invoke();
}
}
}
protected void TrimPositions()
{
var currentPosition = transform.position;
while (positions.Count > 0)
{
var distance = Vector3.Distance(currentPosition, positions[0]);
if (distance > threshold)
{
break;
}
positions.RemoveAt(0);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanFollow;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET), true)]
public class LeanFollow_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("threshold", "When this object is within this many world space units of the next point, it will be removed.");
Draw("speed", "The speed of the following in units per seconds.");
Separator();
Draw("onReachedDestination");
}
}
}
#endif