SamsonGame/Assets/Sources/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/MMRadio/MMFeedbackBase.cs

241 lines
8.6 KiB
C#

using MoreMountains.Tools;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Feedbacks
{
public class MMFeedbackBaseTarget
{
/// the receiver to write the level to
public MMPropertyReceiver Target;
/// the curve to tween the intensity on
public MMTweenType LevelCurve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
/// the value to remap the intensity curve's 0 to
public float RemapLevelZero = 0f;
/// the value to remap the intensity curve's 1 to
public float RemapLevelOne = 1f;
/// the value to move the intensity to in instant mode
public float InstantLevel;
/// the initial value for this level
public float InitialLevel;
}
public abstract class MMFeedbackBase : MMFeedback
{
/// the possible modes for this feedback
public enum Modes { OverTime, Instant }
[Header("Mode")]
/// whether the feedback should affect the target property instantly or over a period of time
[Tooltip("whether the feedback should affect the target property instantly or over a period of time")]
public Modes Mode = Modes.OverTime;
/// how long the target property should change over time
[Tooltip("how long the target property should change over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime)]
public float Duration = 0.2f;
/// whether or not that target property should be turned off on start
[Tooltip("whether or not that target property should be turned off on start")]
public bool StartsOff = false;
/// whether or not the values should be relative or not
[Tooltip("whether or not the values should be relative or not")]
public bool RelativeValues = true;
/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
public bool AllowAdditivePlays = false;
/// the duration of this feedback is the duration of the target property, or 0 if instant
public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { if (Mode != Modes.Instant) { Duration = value; } } }
protected List<MMFeedbackBaseTarget> _targets;
protected Coroutine _coroutine = null;
/// <summary>
/// On init we turn the target property off if needed
/// </summary>
/// <param name="owner"></param>
protected override void CustomInitialization(GameObject owner)
{
base.CustomInitialization(owner);
PrepareTargets();
if (Active)
{
if (StartsOff)
{
Turn(false);
}
}
}
/// <summary>
/// Creates a new list, fills the targets, and initializes them
/// </summary>
protected virtual void PrepareTargets()
{
_targets = new List<MMFeedbackBaseTarget>();
FillTargets();
InitializeTargets();
}
/// <summary>
/// On validate (if a value has changed in the inspector), we reinitialize what needs to be
/// </summary>
protected virtual void OnValidate()
{
PrepareTargets();
}
/// <summary>
/// Fills our list of targets, meant to be extended
/// </summary>
protected abstract void FillTargets();
/// <summary>
/// Initializes each target in the list
/// </summary>
protected virtual void InitializeTargets()
{
if (_targets.Count == 0)
{
return;
}
foreach(MMFeedbackBaseTarget target in _targets)
{
target.Target.Initialization(this.gameObject);
target.InitialLevel = target.Target.Level;
}
}
/// <summary>
/// On Play we turn our target property on and start an over time coroutine if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (Active)
{
Turn(true);
switch (Mode)
{
case Modes.Instant:
Instant();
break;
case Modes.OverTime:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
_coroutine = StartCoroutine(UpdateValueSequence(feedbacksIntensity));
break;
}
}
}
/// <summary>
/// Plays an instant feedback
/// </summary>
protected virtual void Instant()
{
if (_targets.Count == 0)
{
return;
}
foreach (MMFeedbackBaseTarget target in _targets)
{
target.Target.SetLevel(target.InstantLevel);
}
}
/// <summary>
/// This coroutine will modify the values on the target property
/// </summary>
/// <returns></returns>
protected virtual IEnumerator UpdateValueSequence(float feedbacksIntensity)
{
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
while ((journey >= 0) && (journey <= FeedbackDuration))
{
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
SetValues(remappedTime, feedbacksIntensity);
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
yield return null;
}
SetValues(FinalNormalizedTime, feedbacksIntensity);
if (StartsOff)
{
Turn(false);
}
_coroutine = null;
yield return null;
}
/// <summary>
/// Sets the various values on the target property on a specified time (between 0 and 1)
/// </summary>
/// <param name="time"></param>
protected virtual void SetValues(float time, float feedbacksIntensity)
{
if (_targets.Count == 0)
{
return;
}
float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
foreach (MMFeedbackBaseTarget target in _targets)
{
float intensity = MMTween.Tween(time, 0f, 1f, target.RemapLevelZero, target.RemapLevelOne, target.LevelCurve);
if (RelativeValues)
{
intensity += target.InitialLevel;
}
target.Target.SetLevel(intensity * intensityMultiplier);
}
}
/// <summary>
/// Turns the target property object off on stop if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
base.CustomStopFeedback(position, feedbacksIntensity);
if (Active)
{
Turn(false);
}
}
/// <summary>
/// Turns the target object on or off
/// </summary>
/// <param name="status"></param>
protected virtual void Turn(bool status)
{
if (_targets.Count == 0)
{
return;
}
foreach (MMFeedbackBaseTarget target in _targets)
{
if (target.Target.TargetComponent.gameObject != null)
{
target.Target.TargetComponent.gameObject.SetActive(status);
}
}
}
}
}