SamsonGame/Assets/Sources/Feel/MMTools/Tools/MMRadio/MMProperty/MMPropertyLink/MMPropertyLinkQuaternion.cs

170 lines
6.8 KiB
C#

using UnityEngine;
using System;
namespace MoreMountains.Tools
{
/// <summary>
/// Quaternion property setter
/// </summary>
public class MMPropertyLinkQuaternion : MMPropertyLink
{
public Func<Quaternion> GetQuaternionDelegate;
public Action<Quaternion> SetQuaternionDelegate;
protected Quaternion _initialValue = Quaternion.identity;
protected Quaternion _newValue;
/// <summary>
/// On init we grab our initial initialization
/// </summary>
/// <param name="property"></param>
public override void Initialization(MMProperty property)
{
base.Initialization(property);
_initialValue = (Quaternion)GetPropertyValue(property);
}
/// <summary>
/// Creates cached getter and setters for properties
/// </summary>
/// <param name="property"></param>
public override void CreateGettersAndSetters(MMProperty property)
{
base.CreateGettersAndSetters(property);
if (property.MemberType == MMProperty.MemberTypes.Property)
{
object firstArgument = (property.TargetScriptableObject == null) ? (object)property.TargetComponent : (object)property.TargetScriptableObject;
if (property.MemberPropertyInfo.GetGetMethod() != null)
{
GetQuaternionDelegate = (Func<Quaternion>)Delegate.CreateDelegate(typeof(Func<Quaternion>),
firstArgument,
property.MemberPropertyInfo.GetGetMethod());
}
if (property.MemberPropertyInfo.GetSetMethod() != null)
{
SetQuaternionDelegate = (Action<Quaternion>)Delegate.CreateDelegate(typeof(Action<Quaternion>),
firstArgument,
property.MemberPropertyInfo.GetSetMethod());
}
_getterSetterInitialized = true;
}
}
/// <summary>
/// Gets the raw value of the property, a normalized float value, caching the operation if possible
/// </summary>
/// <param name="emitter"></param>
/// <param name="property"></param>
/// <returns></returns>
public override object GetValue(MMPropertyEmitter emitter, MMProperty property)
{
return GetValueOptimized(property);
}
/// <summary>
/// Sets the raw property value, float normalized, caching the operation if possible
/// </summary>
/// <param name="receiver"></param>
/// <param name="property"></param>
/// <param name="level"></param>
public override void SetValue(MMPropertyReceiver receiver, MMProperty property, object newValue)
{
SetValueOptimized(property, (Quaternion)newValue);
}
/// <summary>
/// Returns this property link's level between 0 and 1
/// </summary>
/// <param name="receiver"></param>
/// <param name="property"></param>
/// <param name="level"></param>
/// <returns></returns>
public override float GetLevel(MMPropertyEmitter emitter, MMProperty property)
{
float axisValue = 0f;
Quaternion propertyQuaternion = GetValueOptimized(property);
switch (emitter.Vector3Option)
{
case MMPropertyEmitter.Vector3Options.X:
axisValue = propertyQuaternion.eulerAngles.x;
break;
case MMPropertyEmitter.Vector3Options.Y:
axisValue = propertyQuaternion.eulerAngles.y;
break;
case MMPropertyEmitter.Vector3Options.Z:
axisValue = propertyQuaternion.eulerAngles.z;
break;
}
axisValue = MMMaths.Clamp(axisValue, emitter.QuaternionRemapMinToZero, emitter.QuaternionRemapMaxToOne, emitter.ClampMin, emitter.ClampMax);
float returnValue = MMMaths.Remap(axisValue, emitter.QuaternionRemapMinToZero, emitter.QuaternionRemapMaxToOne, 0f, 1f);
emitter.Level = returnValue;
return returnValue;
}
/// <summary>
/// Sets the level, based on remap zero and remap one, angles in degree
/// </summary>
/// <param name="receiver"></param>
/// <param name="property"></param>
/// <param name="level"></param>
public override void SetLevel(MMPropertyReceiver receiver, MMProperty property, float level)
{
base.SetLevel(receiver, property, level);
_newValue = (receiver.RelativeValue) ? _initialValue : Quaternion.identity;
if (receiver.ModifyX)
{
float newX = MMMaths.Remap(level, 0f, 1f, receiver.QuaternionRemapZero.x, receiver.QuaternionRemapOne.x);
_newValue = _newValue * Quaternion.AngleAxis(newX, Vector3.right);
}
if (receiver.ModifyY)
{
float newY = MMMaths.Remap(level, 0f, 1f, receiver.QuaternionRemapZero.y, receiver.QuaternionRemapOne.y);
_newValue = _newValue * Quaternion.AngleAxis(newY, Vector3.up);
}
if (receiver.ModifyZ)
{
float newZ = MMMaths.Remap(level, 0f, 1f, receiver.QuaternionRemapZero.z, receiver.QuaternionRemapOne.z);
_newValue = _newValue * Quaternion.AngleAxis(newZ, Vector3.forward);
}
SetValueOptimized(property, _newValue);
}
/// <summary>
/// Gets either the cached value or the raw value
/// </summary>
/// <param name="property"></param>
/// <returns></returns>
protected virtual Quaternion GetValueOptimized(MMProperty property)
{
return _getterSetterInitialized ? GetQuaternionDelegate() : (Quaternion)GetPropertyValue(property);
}
/// <summary>
/// Sets either the cached value or the raw value
/// </summary>
/// <param name="property"></param>
/// <param name="newValue"></param>
protected virtual void SetValueOptimized(MMProperty property, Quaternion newValue)
{
if (_getterSetterInitialized)
{
SetQuaternionDelegate(_newValue);
}
else
{
SetPropertyValue(property, _newValue);
}
}
}
}