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

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using UnityEngine.Events;
namespace Lean.Common
{
/// <summary>This component allows you to store 1, 2, or 3 values. 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>
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanValue")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Value")]
public class LeanValue : MonoBehaviour
{
[System.Serializable] public class FloatEvent : UnityEvent<float> {}
[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
/// <summary>This event will send any previously set values after the specified delay.</summary>
public FloatEvent OnValueX { get { if (onValueX == null) onValueX = new FloatEvent(); return onValueX; } } [SerializeField] private FloatEvent onValueX;
/// <summary>This event will send any previously set values after the specified delay.</summary>
public FloatEvent OnValueY { get { if (onValueY == null) onValueY = new FloatEvent(); return onValueY; } } [SerializeField] private FloatEvent onValueY;
/// <summary>This event will send any previously set values after the specified delay.</summary>
public FloatEvent OnValueZ { get { if (onValueZ == null) onValueZ = new FloatEvent(); return onValueZ; } } [SerializeField] private FloatEvent onValueZ;
/// <summary>This event will send any previously set values after the specified delay.</summary>
public Vector2Event OnValueXY { get { if (onValueXY == null) onValueXY = new Vector2Event(); return onValueXY; } } [SerializeField] private Vector2Event onValueXY;
/// <summary>This event will send any previously set values after the specified delay.</summary>
public Vector3Event OnValueXYZ { get { if (onValueXYZ == null) onValueXYZ = new Vector3Event(); return onValueXYZ; } } [SerializeField] private Vector3Event onValueXYZ;
/// <summary>The current value.</summary>
public Vector3 Current { set { if (current != value) { current = value; Submit(); } } get { return current; } } [SerializeField] private Vector3 current;
/// <summary>This method allows you to set the X axis.</summary>
public void SetX(float x)
{
current.x = x;
Submit();
}
/// <summary>This method allows you to set the Y axis.</summary>
public void SetY(float y)
{
current.y = y;
Submit();
}
/// <summary>This method allows you to set the Z axis.</summary>
public void SetZ(float z)
{
current.z = z;
Submit();
}
/// <summary>This method allows you to set the XY axis.</summary>
public void SetXY(Vector2 xy)
{
current.x = xy.x;
current.y = xy.y;
Submit();
}
/// <summary>This method allows you to set the XYZ axis.</summary>
public void SetXYZ(Vector3 xyz)
{
current = xyz;
Submit();
}
private void Submit()
{
if (onValueX != null)
{
onValueX.Invoke(current.x);
}
if (onValueY != null)
{
onValueY.Invoke(current.y);
}
if (onValueZ != null)
{
onValueZ.Invoke(current.z);
}
if (onValueXY != null)
{
onValueXY.Invoke(current);
}
if (onValueXYZ != null)
{
onValueXYZ.Invoke(current);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanValue;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanValue_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
if (Draw("current", "The current value.") == true)
{
Each(tgts, t => t.Current = serializedObject.FindProperty("current").vector3Value, true);
}
Separator();
var usedA = Any(tgts, t => t.OnValueX.GetPersistentEventCount() > 0);
var usedB = Any(tgts, t => t.OnValueY.GetPersistentEventCount() > 0);
var usedC = Any(tgts, t => t.OnValueZ.GetPersistentEventCount() > 0);
var usedD = Any(tgts, t => t.OnValueXY.GetPersistentEventCount() > 0);
var usedE = Any(tgts, t => t.OnValueXYZ.GetPersistentEventCount() > 0);
var showUnusedEvents = DrawFoldout("Show Unused Events", "Show all events?");
if (usedA == true || showUnusedEvents == true)
{
Draw("onValueX");
}
if (usedB == true || showUnusedEvents == true)
{
Draw("onValueY");
}
if (usedC == true || showUnusedEvents == true)
{
Draw("onValueZ");
}
if (usedD == true || showUnusedEvents == true)
{
Draw("onValueXY");
}
if (usedE == true || showUnusedEvents == true)
{
Draw("onValueXYZ");
}
}
}
}
#endif