149 lines
5.1 KiB
C#
149 lines
5.1 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 script will record the state of the current transform, and revert it on command.</summary>
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[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanRevertTransform")]
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[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Revert Transform")]
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public class LeanRevertTransform : MonoBehaviour
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{
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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("Dampening")] [FSA("Damping")] [SerializeField] private float damping = -1.0f;
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/// <summary>Call RecordTransform in Start?</summary>
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public bool RecordOnStart { set { recordOnStart = value; } get { return recordOnStart; } } [FSA("RecordOnStart")] [SerializeField] private bool recordOnStart = true;
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public bool RevertPosition { set { revertPosition = value; } get { return revertPosition; } } [FSA("RevertPosition")] [SerializeField] private bool revertPosition = true;
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public bool RevertRotation { set { revertRotation = value; } get { return revertRotation; } } [FSA("RevertRotation")] [SerializeField] private bool revertRotation = true;
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public bool RevertScale { set { revertScale = value; } get { return revertScale; } } [FSA("RevertScale")] [SerializeField] private bool revertScale = true;
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public float ThresholdPosition { set { thresholdPosition = value; } get { return thresholdPosition; } } [FSA("ThresholdPosition")] [SerializeField] private float thresholdPosition = 0.01f;
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public float ThresholdRotation { set { thresholdRotation = value; } get { return thresholdRotation; } } [FSA("ThresholdRotation")] [SerializeField] private float thresholdRotation = 0.01f;
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public float ThresholdScale { set { thresholdScale = value; } get { return thresholdScale; } } [FSA("ThresholdScale")] [SerializeField] private float thresholdScale = 0.01f;
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public Vector3 TargetPosition { set { targetPosition = value; } get { return targetPosition; } } [FSA("TargetPosition")] [SerializeField] private Vector3 targetPosition;
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public Quaternion TargetRotation { set { targetRotation = value; } get { return targetRotation; } } [FSA("TargetRotation")] [SerializeField] private Quaternion targetRotation = Quaternion.identity;
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public Vector3 TargetScale { set { targetScale = value; } get { return targetScale; } } [FSA("TargetScale")] [SerializeField] private Vector3 targetScale = Vector3.one;
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[SerializeField]
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private bool reverting;
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protected virtual void Start()
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{
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if (recordOnStart == true)
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{
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RecordTransform();
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}
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}
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[ContextMenu("Revert")]
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public void Revert()
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{
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reverting = true;
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}
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[ContextMenu("Stop Revert")]
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public void StopRevert()
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{
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reverting = false;
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}
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[ContextMenu("Record Transform")]
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public void RecordTransform()
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{
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targetPosition = transform.localPosition;
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targetRotation = transform.localRotation;
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targetScale = transform.localScale;
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}
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protected virtual void Update()
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{
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if (reverting == true)
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{
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if (ReachedTarget() == true)
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{
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reverting = false;
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return;
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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 (revertPosition == true)
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{
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transform.localPosition = Vector3.Lerp(transform.localPosition, targetPosition, factor);
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}
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if (revertRotation == true)
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{
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transform.localRotation = Quaternion.Slerp(transform.localRotation, targetRotation, factor);
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}
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if (revertScale == true)
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{
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transform.localScale = Vector3. Lerp(transform.localScale, targetScale, factor);
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}
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}
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}
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private bool ReachedTarget()
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{
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if (revertPosition == true && Vector3.Distance(transform.localPosition, targetPosition) > thresholdPosition)
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{
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return false;
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}
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if (revertRotation == true && Quaternion.Angle(transform.localRotation, targetRotation) > thresholdRotation)
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{
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return false;
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}
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if (revertScale == true && Vector3.Distance(transform.localScale, targetScale) > thresholdScale)
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{
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return false;
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}
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return true;
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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 = LeanRevertTransform;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanRevertTransform_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("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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Draw("recordOnStart", "Call RecordTransform in Start?");
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Draw("revertPosition");
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Draw("revertRotation");
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Draw("revertScale");
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Draw("thresholdPosition");
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Draw("thresholdRotation");
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Draw("thresholdScale");
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Draw("targetPosition");
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Draw("targetRotation");
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Draw("targetScale");
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}
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}
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}
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#endif |