hellbound/Assets/Sources/Lean/Common+/Extras/LeanThresholdDelta.cs

186 lines
5.2 KiB
C#
Raw Permalink Normal View History

2021-11-26 11:16:25 +03:00
using UnityEngine;
using UnityEngine.Events;
namespace Lean.Common
{
/// <summary>This component allows you to accumulate delta changes until they reach a threshold delta, and then output them.
/// This is useful for making more precise movements when using inaccurate touch inputs.</summary>
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanThresholdDelta")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Threshold Delta")]
public class LeanThresholdDelta : MonoBehaviour
{
[System.Serializable] public class FloatEvent : UnityEvent<float> {}
[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
/// <summary>The current accumulated delta.</summary>
public Vector3 Current;
/// <summary>When any dimension of <b>Current</b> exceeds this, <b>OnDelta___</b> will be called, and <b>Current</b> will be rolled back.</summary>
public float Threshold = 1.0f;
/// <summary>If you enable this then the delta will step in increments based on the <b>Threshold</b> value. If you disable this then the position will immediately be set to the <b>Current</b> value.</summary>
public bool Step;
public FloatEvent OnDeltaX { get { if (onDeltaX == null) onDeltaX = new FloatEvent(); return onDeltaX; } } [SerializeField] private FloatEvent onDeltaX;
public FloatEvent OnDeltaY { get { if (onDeltaY == null) onDeltaY = new FloatEvent(); return onDeltaY; } } [SerializeField] private FloatEvent onDeltaY;
public FloatEvent OnDeltaZ { get { if (onDeltaZ == null) onDeltaZ = new FloatEvent(); return onDeltaZ; } } [SerializeField] private FloatEvent onDeltaZ;
public Vector2Event OnDeltaXY { get { if (onDeltaXY == null) onDeltaXY = new Vector2Event(); return onDeltaXY; } } [SerializeField] private Vector2Event onDeltaXY;
public Vector3Event OnDeltaXYZ { get { if (onDeltaXYZ == null) onDeltaXYZ = new Vector3Event(); return onDeltaXYZ; } } [SerializeField] private Vector3Event onDeltaXYZ;
/// <summary>This method allows you to increment <b>Current</b>.</summary>
public void AddXY(Vector2 delta)
{
Current.x += delta.x;
Current.y += delta.y;
}
/// <summary>This method allows you to increment <b>Current</b>.</summary>
public void AddXYZ(Vector3 delta)
{
Current += delta;
}
/// <summary>This method allows you to increment <b>Current.x</b>.</summary>
public void AddX(float delta)
{
Current.x += delta;
}
/// <summary>This method allows you to increment <b>Current.y</b>.</summary>
public void AddY(float delta)
{
Current.y += delta;
}
/// <summary>This method allows you to increment <b>Current.z</b>.</summary>
public void AddZ(float delta)
{
Current.z += delta;
}
protected virtual void Update()
{
var delta = Current;
if (Threshold > 0.0f)
{
var stepX = (int)(delta.x / Threshold);
var stepY = (int)(delta.y / Threshold);
var stepZ = (int)(delta.z / Threshold);
if (stepX == 0 && stepY == 0 && stepZ == 0)
{
return;
}
if (Step == true)
{
delta.x = stepX * Threshold;
delta.y = stepY * Threshold;
delta.z = stepZ * Threshold;
Current -= delta;
}
else
{
Current = Vector3.zero;
}
}
else
{
if (delta.x == 0.0f && delta.y == 0.0f && delta.z == 0.0f)
{
return;
}
Current = Vector3.zero;
}
if (onDeltaX != null)
{
onDeltaX.Invoke(delta.x);
}
if (onDeltaY != null)
{
onDeltaY.Invoke(delta.y);
}
if (onDeltaZ != null)
{
onDeltaZ.Invoke(delta.z);
}
if (onDeltaXY != null)
{
onDeltaXY.Invoke(delta);
}
if (onDeltaXYZ != null)
{
onDeltaXYZ.Invoke(delta);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanThresholdDelta;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanThresholdDelta_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("Current", "The current accumulated delta.");
Draw("Threshold", "When any dimension of Value exceeds this, OnDelta___ will be called, and Value will be rolled back.");
Draw("Step", "If you enable this then the delta will step in increments based on the Threshold value. If you disable this then the position will immediately be set to the Current value.");
Separator();
var usedA = Any(tgts, t => t.OnDeltaX.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnDeltaY.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnDeltaZ.GetPersistentEventCount() > 0);
var usedD = Any(tgts, t => t.OnDeltaXY.GetPersistentEventCount() > 0);
var usedE = Any(tgts, t => t.OnDeltaXYZ.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onDeltaX");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("onDeltaY");
}
if (usedC == true || showUnusedEvents == true)
{
Draw("onDeltaZ");
}
if (usedD == true || showUnusedEvents == true)
{
Draw("onDeltaXY");
}
if (usedE == true || showUnusedEvents == true)
{
Draw("onDeltaXYZ");
}
}
}
}
#endif