116 lines
3.8 KiB
C#
116 lines
3.8 KiB
C#
using UnityEngine;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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namespace Lean.Common
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{
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/// <summary>This component rotates the current GameObject based on the current Angle value.
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/// NOTE: This component overrides and takes over the rotation of this GameObject, so you can no longer externally influence it.</summary>
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[ExecuteInEditMode]
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[HelpURL(LeanHelper.HelpUrlPrefix + "LeanRoll")]
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[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Roll")]
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public class LeanRoll : MonoBehaviour
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{
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/// <summary>The current angle in degrees.</summary>
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public float Angle { set { angle = value; } get { return angle; } } [FSA("Angle")] [SerializeField] private float angle;
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/// <summary>Should the <b>Angle</b> value be clamped?</summary>
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public bool Clamp { set { clamp = value; } get { return clamp; } } [FSA("Clamp")] [SerializeField] private bool clamp;
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/// <summary>The minimum <b>Angle</b> value.</summary>
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public float ClampMin { set { clampMin = value; } get { return clampMin; } } [FSA("ClampMin")] [SerializeField] private float clampMin;
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/// <summary>The maximum <b>Angle</b> value.</summary>
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public float ClampMax { set { clampMax = value; } get { return clampMax; } } [FSA("ClampMax")] [SerializeField] private float clampMax;
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/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
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/// -1 = Instantly change.
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/// 1 = Slowly change.
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/// 10 = Quickly change.</summary>
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public float Damping { set { damping = value; } get { return damping; } } [FSA("Damping")] [FSA("Dampening")] [SerializeField] private float damping = -1.0f;
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[SerializeField]
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private float currentAngle;
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/// <summary>The <b>Angle</b> value will be incremented by the specified angle in degrees.</summary>
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public void IncrementAngle(float delta)
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{
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angle += delta;
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}
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/// <summary>The <b>Angle</b> value will be decremented by the specified angle in degrees.</summary>
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public void DecrementAngle(float delta)
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{
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angle -= delta;
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}
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/// <summary>This method will update the Angle value based on the specified vector.</summary>
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public void RotateToDelta(Vector2 delta)
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{
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if (delta.sqrMagnitude > 0.0f)
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{
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angle = Mathf.Atan2(delta.x, delta.y) * Mathf.Rad2Deg;
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}
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}
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/// <summary>This method will immediately snap the current angle to its target value.</summary>
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[ContextMenu("Snap To Target")]
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public void SnapToTarget()
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{
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currentAngle = angle;
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}
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protected virtual void Start()
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{
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currentAngle = angle;
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}
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protected virtual void Update()
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{
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// Get t value
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var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
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if (clamp == true)
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{
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angle = Mathf.Clamp(angle, clampMin, clampMax);
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}
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// Lerp angle
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currentAngle = Mathf.LerpAngle(currentAngle, angle, factor);
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// Update rotation
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transform.rotation = Quaternion.Euler(0.0f, 0.0f, -currentAngle);
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}
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}
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}
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#if UNITY_EDITOR
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namespace Lean.Common.Editor
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{
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using TARGET = LeanRoll;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanRoll_Editor : LeanEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("angle", "The current angle in degrees.");
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Draw("clamp", "Should the Angle value be clamped?");
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if (Any(tgts, t => t.Clamp == true))
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{
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BeginIndent();
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Draw("clampMin", "The minimum Angle value.", "Min");
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Draw("clampMax", "The maximum Angle value.", "Max");
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EndIndent();
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Separator();
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}
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Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
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}
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}
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}
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#endif |