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

140 lines
5.6 KiB
C#

using UnityEngine;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Common
{
/// <summary>This component causes the current Transform to chase the specified position.</summary>
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanChase")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Chase")]
public class LeanChase : MonoBehaviour
{
/// <summary>The transform that will be chased.</summary>
public Transform Destination { set { destination = value; } get { return destination; } } [FSA("Destination")] public Transform destination;
/// <summary>If Target is set, then this allows you to set the offset in local space.</summary>
public Vector3 DestinationOffset { set { destinationOffset = value; } get { return destinationOffset; } } [FSA("DestinationOffset")] [SerializeField] protected Vector3 destinationOffset;
/// <summary>The world space position that will be followed.
/// NOTE: If Destination is set, then this value will be overridden.</summary>
public Vector3 Position { set { position = value; } get { return position; } } [FSA("Position")] [SerializeField] protected Vector3 position;
/// <summary>The world space offset that will be followed.</summary>
public Vector3 Offset { set { offset = value; } get { return offset; } } [FSA("Offset")] [SerializeField] protected Vector3 offset;
/// <summary>This allows you to control how quickly this Transform moves to the target position.
/// -1 = Instantly change.
/// 0 = No change.
/// 1 = Slowly change.
/// 10 = Quickly change.</summary>
public float Damping { set { damping = value; } get { return damping; } } [FSA("Dampening")] [FSA("Damping")] [SerializeField] private float damping = -1.0f;
/// <summary>This allows you to control how quickly this Transform linearly moves to the target position.
/// 0 = No linear movement.
/// 1 = One linear position per second.</summary>
public float Linear { set { linear = value; } get { return linear; } } [FSA("Linear")] [SerializeField] private float linear;
/// <summary>Ignore Z for 2D?</summary>
public bool IgnoreZ { set { ignoreZ = value; } get { return ignoreZ; } } [FSA("IgnoreZ")] [SerializeField] protected bool ignoreZ;
/// <summary>Should the chase keep updating, even if you haven't called the SetPosition method this frame?</summary>
public bool Continuous { set { continuous = value; } get { return continuous; } } [FSA("Continuous")] [SerializeField] protected bool continuous;
/// <summary>Automatically set the Position value to the transform.position in Start?</summary>
public bool SetPositionOnStart { set { setPositionOnStart = value; } get { return setPositionOnStart; } } [FSA("SetPositionOnStart")] [SerializeField] private bool setPositionOnStart = true;
[System.NonSerialized]
protected bool positionSet;
/// <summary>This method will override the Position value based on the specified value.</summary>
public virtual void SetPosition(Vector3 newPosition)
{
destination = null;
position = newPosition;
positionSet = true;
}
/// <summary>This method will immediately move this Transform to the target position.</summary>
[ContextMenu("Snap To Position")]
public void SnapToPosition()
{
UpdatePosition(-1.0f, 0.0f);
}
protected virtual void Start()
{
if (setPositionOnStart == true)
{
position = transform.position;
}
}
protected virtual void Update()
{
UpdatePosition(damping, linear);
}
protected virtual void UpdatePosition(float damping, float linear)
{
if (positionSet == true || continuous == true)
{
if (destination != null)
{
position = destination.TransformPoint(destinationOffset);
}
var currentPosition = transform.position;
var targetPosition = position + offset;
if (ignoreZ == true)
{
targetPosition.z = currentPosition.z;
}
// Get t value
var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
// Move current value to the target one
currentPosition = Vector3.Lerp(currentPosition, targetPosition, factor);
currentPosition = Vector3.MoveTowards(currentPosition, targetPosition, linear * Time.deltaTime);
// Apply new point
transform.position = currentPosition;
positionSet = false;
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanChase;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanChase_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("destination", "The transform that will be chased.");
Draw("destinationOffset", "If Target is set, then this allows you to set the offset in local space.");
Separator();
Draw("position", "The world space position that will be followed.\n\nNOTE: If Destination is set, then this value will be overridden.");
Draw("offset", "The world space offset that will be followed.");
Separator();
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.");
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.");
Draw("ignoreZ", "Ignore Z for 2D?");
Draw("continuous", "Should the chase keep updating, even if you haven't called the SetPosition method this frame?");
Draw("setPositionOnStart", "Automatically set the Position value to the transform.position in Start?");
}
}
}
#endif