178 lines
6.5 KiB
C#
178 lines
6.5 KiB
C#
using UnityEngine;
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using Lean.Common;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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namespace Lean.Gui
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{
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/// <summary>This component allows you to shake the specified Transform, with various controls for shake axes, strength, dampening, etc.
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/// NOTE: This component works with normal Transforms as well as UI RectTranforms.</summary>
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[RequireComponent(typeof(RectTransform))]
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[HelpURL(LeanGui.HelpUrlPrefix + "LeanShake")]
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[AddComponentMenu(LeanGui.ComponentMenuPrefix + "Shake")]
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public class LeanShake : MonoBehaviour
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{
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/// <summary>This allows you to set the speed of the shake animation.</summary>
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public float Speed { set { speed = value; } get { return speed; } } [SerializeField] private float speed = 0.5f;
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/// <summary>This allows you to set the current strength of the shake. This value can automatically decay based on the <b>Dampening</b> and <b>Reduction</b> settings.</summary>
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public float Strength { set { strength = value; } get { return strength; } } [SerializeField] private float strength = 20.0f;
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/// <summary>This allows you to set the final shake strength multiplier. This remains constant.</summary>
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public float Multiplier { set { multiplier = value; } get { return multiplier; } } [SerializeField] private float multiplier = 1.0f;
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/// <summary>This allows you to set the dampening of the <b>Strength</b> value. This decay slows down as it approaches 0.</summary>
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public float Damping { set { damping = value; } get { return damping; } } [FSA("Dampening")] [SerializeField] private float damping;
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/// <summary>This allows you to set the reduction of the <b>Strength</b> value. This decay slows down at a constant rate per second.</summary>
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public float Reduction { set { reduction = value; } get { return reduction; } } [SerializeField] private float reduction;
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/// <summary>This allows you to set the position axes you want to shake in local units.</summary>
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public Vector3 ShakePosition { set { shakePosition = value; } get { return shakePosition; } } [SerializeField] private Vector3 shakePosition = new Vector3(1.0f, 1.0f, 0.0f);
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/// <summary>This allows you to set the rotation axes you want to shake in degrees.</summary>
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public Vector3 ShakeRotation { set { shakeRotation = value; } get { return shakeRotation; } } [SerializeField] private Vector3 shakeRotation = new Vector3(0.0f, 0.0f, 1.0f);
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[SerializeField]
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private Vector3 offsetPosition;
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[SerializeField]
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private Vector3 offsetRotation;
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[SerializeField]
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private Vector3 localPosition;
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[SerializeField]
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private Quaternion localRotation;
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[SerializeField]
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private Vector3 expectedPosition;
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[SerializeField]
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private Quaternion expectedRotation;
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[System.NonSerialized]
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private RectTransform cachedRectTransform;
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public void Shake(float addedStrength)
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{
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strength += addedStrength;
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}
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protected virtual void Start()
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{
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offsetPosition.x = Random.Range(0.0f, 2.0f);
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offsetPosition.y = Random.Range(0.0f, 2.0f);
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offsetPosition.z = Random.Range(0.0f, 2.0f);
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offsetRotation.x = Random.Range(0.0f, 2.0f);
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offsetRotation.y = Random.Range(0.0f, 2.0f);
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offsetRotation.z = Random.Range(0.0f, 2.0f);
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var finalTransform = transform;
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var finalRectTransform = transform as RectTransform;
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localRotation = expectedRotation = finalTransform.localRotation;
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if (finalRectTransform != null)
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{
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localPosition = expectedPosition = finalRectTransform.anchoredPosition3D;
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}
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else
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{
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localPosition = expectedPosition = finalTransform.localPosition;
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}
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}
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protected virtual void Update()
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{
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var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
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var position = default(Vector3);
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var rotation = default(Vector3);
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strength = Mathf.Lerp(strength, 0.0f, factor);
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strength = Mathf.MoveTowards(strength, 0.0f, reduction * Time.deltaTime);
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position.x = Sample(ref offsetPosition.x, 29.0f) * shakePosition.x;
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position.y = Sample(ref offsetPosition.y, 31.0f) * shakePosition.y;
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position.z = Sample(ref offsetPosition.z, 37.0f) * shakePosition.z;
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rotation.x = Sample(ref offsetRotation.x, 41.0f) * shakeRotation.x;
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rotation.y = Sample(ref offsetRotation.y, 43.0f) * shakeRotation.y;
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rotation.z = Sample(ref offsetRotation.z, 47.9f) * shakeRotation.z;
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var finalTransform = transform;
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var finalRectTransform = transform as RectTransform;
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// Rotation
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var currentRotation = finalTransform.localRotation;
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if (currentRotation != expectedRotation)
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{
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localRotation = currentRotation;
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}
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finalTransform.localRotation = expectedRotation = localRotation * Quaternion.Euler(rotation * strength * multiplier);
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// Position
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if (finalRectTransform != null)
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{
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var currentPosition = finalRectTransform.anchoredPosition3D;
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if (currentPosition != expectedPosition)
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{
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localPosition = currentPosition;
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}
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finalRectTransform.anchoredPosition3D = expectedPosition = localPosition + position * strength * multiplier;
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}
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else
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{
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var currentPosition = finalTransform.localPosition;
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if (currentPosition != expectedPosition)
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{
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localPosition = currentPosition;
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}
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finalTransform.localPosition = expectedPosition = localPosition + position * strength * multiplier;
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}
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}
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private float Sample(ref float x, float prime)
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{
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x = (x + speed * prime * Time.deltaTime) % 2.0f;
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return Mathf.SmoothStep(-1.0f, 1.0f, x > 1.0f ? 2.0f - x : x);
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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.Gui.Editor
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{
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using TARGET = LeanShake;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanShake_Editor : LeanEditor
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{
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private static bool expandSpeed;
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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("speed", "This allows you to set the speed of the shake animation.");
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Draw("strength", "This allows you to set the current strength of the shake. This value can automatically decay based on the Dampening and Reduction settings.");
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Draw("multiplier", "This allows you to set the final shake strength multiplier. This remains constant.");
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Draw("damping", "This allows you to set the dampening of the Strength value. This decay slows down as it approaches 0.");
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Draw("reduction", "This allows you to set the reduction of the Strength value. This decay slows down at a constant rate per second.");
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Separator();
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Draw("shakePosition", "This allows you to set the position axes you want to shake in local units.");
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Draw("shakeRotation", "This allows you to set the rotation axes you want to shake in degrees.");
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}
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}
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}
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#endif |