hellbound/Assets/Sources/Lean/Common+/Extras/LeanChaseRigidbody2D.cs

106 lines
2.6 KiB
C#

using UnityEngine;
namespace Lean.Common
{
/// <summary>This script allows you to drag this Rigidbody2D in a way that causes it to chase the specified position.</summary>
[RequireComponent(typeof(Rigidbody2D))]
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanChaseRigidbody2D")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Chase Rigidbody2D")]
public class LeanChaseRigidbody2D : LeanChase
{
public enum AxisType
{
HorizontalAndVertical,
Horizontal,
Vertical
}
/// <summary>This allows you to control which axes the velocity can apply to.</summary>
public AxisType Axis { set { axis = value; } get { return axis; } } [SerializeField] private AxisType axis;
[System.NonSerialized]
private Rigidbody2D cachedRigidbody;
[System.NonSerialized]
protected bool fixedUpdateCalled;
/// <summary>This method will override the Position value based on the specified value.</summary>
public override void SetPosition(Vector3 newPosition)
{
base.SetPosition(newPosition);
fixedUpdateCalled = false;
}
protected virtual void OnEnable()
{
cachedRigidbody = GetComponent<Rigidbody2D>();
}
protected override void UpdatePosition(float damping, float linear)
{
if (positionSet == true || continuous == true)
{
if (destination != null)
{
position = destination.TransformPoint(destinationOffset);
}
var currentPosition = (Vector2)(transform.position);
var targetPosition = (Vector2)(position + offset);
var direction = targetPosition - currentPosition;
var velocity = direction / Time.fixedDeltaTime;
// Apply the velocity
velocity *= LeanHelper.GetDampenFactor(damping, Time.fixedDeltaTime);
velocity = Vector3.MoveTowards(velocity, Vector3.zero, linear * Time.fixedDeltaTime);
if (axis == AxisType.Horizontal)
{
velocity.y = cachedRigidbody.velocity.y;
}
else if (axis == AxisType.Vertical)
{
velocity.x = cachedRigidbody.velocity.x;
}
cachedRigidbody.velocity = velocity;
fixedUpdateCalled = true;
}
}
protected virtual void LateUpdate()
{
if (fixedUpdateCalled == true)
{
positionSet = false;
fixedUpdateCalled = false;
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanChaseRigidbody2D;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanChaseRigidbody2D_Editor : LeanChase_Editor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
base.OnInspector();
Separator();
Draw("axis", "This allows you to control which axes the velocity can apply to.");
}
}
}
#endif