179 lines
5.8 KiB
C#
179 lines
5.8 KiB
C#
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using UnityEngine;
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using UnityEngine.Events;
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namespace Lean.Common
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{
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/// <summary>This component allows you to convert 1, 2, or 3 values from one range to another. For example, an angle in the range of -90..90 could be converted to 0..1. This is done by calling one of the <b>SetX/Y/Z</b> methods, and then sending it out using the <b>OnValueX/Y/Z</b> events.</summary>
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[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanRemapValue")]
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[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Remap Value")]
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public class LeanRemapValue : MonoBehaviour
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{
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[System.Serializable] public class FloatEvent : UnityEvent<float> {}
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[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
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[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
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/// <summary>The range of the input values.</summary>
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public Vector3 OldMin { set { oldMin = value; } get { return oldMin; } } [SerializeField] private Vector3 oldMin;
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/// <summary>The range of the input values.</summary>
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public Vector3 OldMax { set { oldMax = value; } get { return oldMax; } } [SerializeField] private Vector3 oldMax = Vector3.one;
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/// <summary>The range of the output values.</summary>
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public Vector3 NewMin { set { newMin = value; } get { return newMin; } } [SerializeField] private Vector3 newMin;
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/// <summary>The range of the output values.</summary>
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public Vector3 NewMax { set { newMax = value; } get { return newMax; } } [SerializeField] private Vector3 newMax = Vector3.one;
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/// <summary>Should the values be clamped to the specified ranges?</summary>
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//public bool Clamp { set { clamp = value; } get { return clamp; } } [SerializeField] private bool clamp;
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/// <summary>This event will send any previously set values after the specified delay.</summary>
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public FloatEvent OnValueX { get { if (onValueX == null) onValueX = new FloatEvent(); return onValueX; } } [SerializeField] private FloatEvent onValueX;
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/// <summary>This event will send any previously set values after the specified delay.</summary>
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public FloatEvent OnValueY { get { if (onValueY == null) onValueY = new FloatEvent(); return onValueY; } } [SerializeField] private FloatEvent onValueY;
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/// <summary>This event will send any previously set values after the specified delay.</summary>
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public FloatEvent OnValueZ { get { if (onValueZ == null) onValueZ = new FloatEvent(); return onValueZ; } } [SerializeField] private FloatEvent onValueZ;
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/// <summary>This event will send any previously set values after the specified delay.</summary>
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public Vector2Event OnValueXY { get { if (onValueXY == null) onValueXY = new Vector2Event(); return onValueXY; } } [SerializeField] private Vector2Event onValueXY;
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/// <summary>This event will send any previously set values after the specified delay.</summary>
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public Vector3Event OnValueXYZ { get { if (onValueXYZ == null) onValueXYZ = new Vector3Event(); return onValueXYZ; } } [SerializeField] private Vector3Event onValueXYZ;
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/// <summary>This method allows you to set the X axis.</summary>
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public void SetX(float x)
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{
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Remap(new Vector3(x, 0.0f, 0.0f));
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}
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/// <summary>This method allows you to set the Y axis.</summary>
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public void SetY(float y)
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{
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Remap(new Vector3(0.0f, y, 0.0f));
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}
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/// <summary>This method allows you to set the Z axis.</summary>
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public void SetZ(float z)
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{
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Remap(new Vector3(0.0f, 0.0f, z));
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}
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/// <summary>This method allows you to set the XY axis.</summary>
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public void SetXY(Vector2 xy)
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{
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Remap(new Vector3(xy.x, xy.y, 0.0f));
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}
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/// <summary>This method allows you to set the XYZ axis.</summary>
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public void SetXYZ(Vector3 xyz)
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{
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Remap(new Vector3(xyz.x, xyz.y, xyz.z));
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}
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private void Remap(Vector3 value)
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{
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value = value - oldMin;
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var oldRange = oldMax - oldMin;
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if (oldRange.x != 0.0f) value.x /= oldRange.x;
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if (oldRange.y != 0.0f) value.y /= oldRange.y;
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if (oldRange.z != 0.0f) value.z /= oldRange.z;
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var newRange = newMax - newMin;
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value.x *= newRange.x;
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value.y *= newRange.y;
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value.z *= newRange.z;
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value += newMin;
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if (onValueX != null)
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{
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onValueX.Invoke(value.x);
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}
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if (onValueY != null)
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{
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onValueY.Invoke(value.y);
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}
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if (onValueZ != null)
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{
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onValueZ.Invoke(value.z);
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}
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if (onValueXY != null)
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{
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onValueXY.Invoke(value);
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}
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if (onValueXYZ != null)
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{
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onValueXYZ.Invoke(value);
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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 = LeanRemapValue;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanRemapValue_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("oldMin", "The range of the input values.");
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Draw("oldMax", "The range of the input values.");
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Separator();
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Draw("newMin", "The range of the output values.");
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Draw("newMax", "The range of the output values.");
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Separator();
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var usedA = Any(tgts, t => t.OnValueX.GetPersistentEventCount() > 0);
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var usedB = Any(tgts, t => t.OnValueY.GetPersistentEventCount() > 0);
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var usedC = Any(tgts, t => t.OnValueZ.GetPersistentEventCount() > 0);
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var usedD = Any(tgts, t => t.OnValueXY.GetPersistentEventCount() > 0);
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var usedE = Any(tgts, t => t.OnValueXYZ.GetPersistentEventCount() > 0);
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var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
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if (usedA == true || showUnusedEvents == true)
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{
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Draw("onValueX");
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}
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if (usedB == true || showUnusedEvents == true)
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{
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Draw("onValueY");
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}
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if (usedC == true || showUnusedEvents == true)
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{
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Draw("onValueZ");
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}
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if (usedD == true || showUnusedEvents == true)
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{
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Draw("onValueXY");
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}
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if (usedE == true || showUnusedEvents == true)
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{
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Draw("onValueXYZ");
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}
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}
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}
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}
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#endif
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