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

179 lines
5.8 KiB
C#

using UnityEngine;
using UnityEngine.Events;
namespace Lean.Common
{
/// <summary>This component allows you to convert 1, 2, or 3 values from one range to another. For example, an angle in the range of -90..90 could be converted to 0..1. This is done by calling one of the <b>SetX/Y/Z</b> methods, and then sending it out using the <b>OnValueX/Y/Z</b> events.</summary>
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanRemapValue")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Remap Value")]
public class LeanRemapValue : MonoBehaviour
{
[System.Serializable] public class FloatEvent : UnityEvent<float> {}
[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
/// <summary>The range of the input values.</summary>
public Vector3 OldMin { set { oldMin = value; } get { return oldMin; } } [SerializeField] private Vector3 oldMin;
/// <summary>The range of the input values.</summary>
public Vector3 OldMax { set { oldMax = value; } get { return oldMax; } } [SerializeField] private Vector3 oldMax = Vector3.one;
/// <summary>The range of the output values.</summary>
public Vector3 NewMin { set { newMin = value; } get { return newMin; } } [SerializeField] private Vector3 newMin;
/// <summary>The range of the output values.</summary>
public Vector3 NewMax { set { newMax = value; } get { return newMax; } } [SerializeField] private Vector3 newMax = Vector3.one;
/// <summary>Should the values be clamped to the specified ranges?</summary>
//public bool Clamp { set { clamp = value; } get { return clamp; } } [SerializeField] private bool clamp;
/// <summary>This event will send any previously set values after the specified delay.</summary>
public FloatEvent OnValueX { get { if (onValueX == null) onValueX = new FloatEvent(); return onValueX; } } [SerializeField] private FloatEvent onValueX;
/// <summary>This event will send any previously set values after the specified delay.</summary>
public FloatEvent OnValueY { get { if (onValueY == null) onValueY = new FloatEvent(); return onValueY; } } [SerializeField] private FloatEvent onValueY;
/// <summary>This event will send any previously set values after the specified delay.</summary>
public FloatEvent OnValueZ { get { if (onValueZ == null) onValueZ = new FloatEvent(); return onValueZ; } } [SerializeField] private FloatEvent onValueZ;
/// <summary>This event will send any previously set values after the specified delay.</summary>
public Vector2Event OnValueXY { get { if (onValueXY == null) onValueXY = new Vector2Event(); return onValueXY; } } [SerializeField] private Vector2Event onValueXY;
/// <summary>This event will send any previously set values after the specified delay.</summary>
public Vector3Event OnValueXYZ { get { if (onValueXYZ == null) onValueXYZ = new Vector3Event(); return onValueXYZ; } } [SerializeField] private Vector3Event onValueXYZ;
/// <summary>This method allows you to set the X axis.</summary>
public void SetX(float x)
{
Remap(new Vector3(x, 0.0f, 0.0f));
}
/// <summary>This method allows you to set the Y axis.</summary>
public void SetY(float y)
{
Remap(new Vector3(0.0f, y, 0.0f));
}
/// <summary>This method allows you to set the Z axis.</summary>
public void SetZ(float z)
{
Remap(new Vector3(0.0f, 0.0f, z));
}
/// <summary>This method allows you to set the XY axis.</summary>
public void SetXY(Vector2 xy)
{
Remap(new Vector3(xy.x, xy.y, 0.0f));
}
/// <summary>This method allows you to set the XYZ axis.</summary>
public void SetXYZ(Vector3 xyz)
{
Remap(new Vector3(xyz.x, xyz.y, xyz.z));
}
private void Remap(Vector3 value)
{
value = value - oldMin;
var oldRange = oldMax - oldMin;
if (oldRange.x != 0.0f) value.x /= oldRange.x;
if (oldRange.y != 0.0f) value.y /= oldRange.y;
if (oldRange.z != 0.0f) value.z /= oldRange.z;
var newRange = newMax - newMin;
value.x *= newRange.x;
value.y *= newRange.y;
value.z *= newRange.z;
value += newMin;
if (onValueX != null)
{
onValueX.Invoke(value.x);
}
if (onValueY != null)
{
onValueY.Invoke(value.y);
}
if (onValueZ != null)
{
onValueZ.Invoke(value.z);
}
if (onValueXY != null)
{
onValueXY.Invoke(value);
}
if (onValueXYZ != null)
{
onValueXYZ.Invoke(value);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanRemapValue;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanRemapValue_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("oldMin", "The range of the input values.");
Draw("oldMax", "The range of the input values.");
Separator();
Draw("newMin", "The range of the output values.");
Draw("newMax", "The range of the output values.");
Separator();
var usedA = Any(tgts, t => t.OnValueX.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnValueY.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnValueZ.GetPersistentEventCount() > 0);
var usedD = Any(tgts, t => t.OnValueXY.GetPersistentEventCount() > 0);
var usedE = Any(tgts, t => t.OnValueXYZ.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onValueX");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("onValueY");
}
if (usedC == true || showUnusedEvents == true)
{
Draw("onValueZ");
}
if (usedD == true || showUnusedEvents == true)
{
Draw("onValueXY");
}
if (usedE == true || showUnusedEvents == true)
{
Draw("onValueXYZ");
}
}
}
}
#endif