140 lines
5.6 KiB
C#
140 lines
5.6 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 causes the current Transform to chase the specified position.</summary>
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[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanChase")]
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[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Chase")]
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public class LeanChase : MonoBehaviour
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{
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/// <summary>The transform that will be chased.</summary>
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public Transform Destination { set { destination = value; } get { return destination; } } [FSA("Destination")] public Transform destination;
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/// <summary>If Target is set, then this allows you to set the offset in local space.</summary>
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public Vector3 DestinationOffset { set { destinationOffset = value; } get { return destinationOffset; } } [FSA("DestinationOffset")] [SerializeField] protected Vector3 destinationOffset;
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/// <summary>The world space position that will be followed.
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/// NOTE: If Destination is set, then this value will be overridden.</summary>
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public Vector3 Position { set { position = value; } get { return position; } } [FSA("Position")] [SerializeField] protected Vector3 position;
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/// <summary>The world space offset that will be followed.</summary>
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public Vector3 Offset { set { offset = value; } get { return offset; } } [FSA("Offset")] [SerializeField] protected Vector3 offset;
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/// <summary>This allows you to control how quickly this Transform moves to the target position.
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/// -1 = Instantly change.
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/// 0 = No 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("Dampening")] [FSA("Damping")] [SerializeField] private float damping = -1.0f;
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/// <summary>This allows you to control how quickly this Transform linearly moves to the target position.
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/// 0 = No linear movement.
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/// 1 = One linear position per second.</summary>
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public float Linear { set { linear = value; } get { return linear; } } [FSA("Linear")] [SerializeField] private float linear;
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/// <summary>Ignore Z for 2D?</summary>
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public bool IgnoreZ { set { ignoreZ = value; } get { return ignoreZ; } } [FSA("IgnoreZ")] [SerializeField] protected bool ignoreZ;
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/// <summary>Should the chase keep updating, even if you haven't called the SetPosition method this frame?</summary>
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public bool Continuous { set { continuous = value; } get { return continuous; } } [FSA("Continuous")] [SerializeField] protected bool continuous;
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/// <summary>Automatically set the Position value to the transform.position in Start?</summary>
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public bool SetPositionOnStart { set { setPositionOnStart = value; } get { return setPositionOnStart; } } [FSA("SetPositionOnStart")] [SerializeField] private bool setPositionOnStart = true;
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[System.NonSerialized]
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protected bool positionSet;
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/// <summary>This method will override the Position value based on the specified value.</summary>
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public virtual void SetPosition(Vector3 newPosition)
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{
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destination = null;
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position = newPosition;
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positionSet = true;
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}
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/// <summary>This method will immediately move this Transform to the target position.</summary>
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[ContextMenu("Snap To Position")]
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public void SnapToPosition()
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{
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UpdatePosition(-1.0f, 0.0f);
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}
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protected virtual void Start()
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{
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if (setPositionOnStart == true)
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{
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position = transform.position;
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}
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}
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protected virtual void Update()
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{
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UpdatePosition(damping, linear);
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}
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protected virtual void UpdatePosition(float damping, float linear)
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{
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if (positionSet == true || continuous == true)
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{
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if (destination != null)
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{
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position = destination.TransformPoint(destinationOffset);
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}
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var currentPosition = transform.position;
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var targetPosition = position + offset;
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if (ignoreZ == true)
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{
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targetPosition.z = currentPosition.z;
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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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// Move current value to the target one
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currentPosition = Vector3.Lerp(currentPosition, targetPosition, factor);
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currentPosition = Vector3.MoveTowards(currentPosition, targetPosition, linear * Time.deltaTime);
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// Apply new point
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transform.position = currentPosition;
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positionSet = false;
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}
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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 = LeanChase;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanChase_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("destination", "The transform that will be chased.");
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Draw("destinationOffset", "If Target is set, then this allows you to set the offset in local space.");
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Separator();
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Draw("position", "The world space position that will be followed.\n\nNOTE: If Destination is set, then this value will be overridden.");
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Draw("offset", "The world space offset that will be followed.");
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Separator();
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Draw("damping", "This allows you to control how quickly this Transform moves to the target position.\n\n-1 = Instantly change.\n\n0 = No change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
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Draw("linear", "This allows you to control how quickly this Transform linearly moves to the target position.\n\n0 = No linear movement.\n\n1 = One linear position per second.");
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Draw("ignoreZ", "Ignore Z for 2D?");
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Draw("continuous", "Should the chase keep updating, even if you haven't called the SetPosition method this frame?");
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Draw("setPositionOnStart", "Automatically set the Position value to the transform.position in Start?");
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}
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}
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}
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#endif |