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

220 lines
6.2 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using System.Collections.Generic;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Common
{
/// <summary>This component allows you to delay when a value is sent to a component. This is done by first passing the value to this component using one of the <b>SetX/Y/Z</b> methods, and then sending it out after a delay using the <b>OnValueX/Y/Z</b> events.</summary>
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanDelayedValue")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Delayed Value")]
public class LeanDelayedValue : MonoBehaviour
{
[System.Serializable] public class FloatEvent : UnityEvent<float> {}
[System.Serializable] public class Vector2Event : UnityEvent<Vector2> {}
[System.Serializable] public class Vector3Event : UnityEvent<Vector3> {}
[System.Serializable]
struct Snapshot
{
public float Timestamp;
public Vector3 Position;
}
/// <summary>The set values will be output after this many seconds.</summary>
public float Delay { set { delay = value; } get { return delay; } } [FSA("Delay")] [SerializeField] private float delay = 0.1f;
/// <summary>If no position has been set this frame, clear all pending values?</summary>
public bool AutoClear { set { autoClear = value; } get { return autoClear; } } [FSA("AutoClear")] [SerializeField] private bool autoClear = true;
/// <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;
[SerializeField]
private Queue<Snapshot> snapshots = new Queue<Snapshot>();
[System.NonSerialized]
private Vector3 pendingValue;
[System.NonSerialized]
private bool pendingSet;
/// <summary>This method allows you to set the X axis.</summary>
public void SetX(float value)
{
pendingValue.x = value;
pendingSet = true;
}
/// <summary>This method allows you to set the Y axis.</summary>
public void SetY(float value)
{
pendingValue.y = value;
pendingSet = true;
}
/// <summary>This method allows you to set the Z axis.</summary>
public void SetZ(float value)
{
pendingValue.z = value;
pendingSet = true;
}
/// <summary>This method allows you to set the XY axis.</summary>
public void SetXY(Vector2 value)
{
pendingValue.x = value.x;
pendingValue.y = value.y;
pendingSet = true;
}
/// <summary>This method allows you to set the XYZ axis.</summary>
public void SetXYZ(Vector3 value)
{
pendingValue = value;
pendingSet = true;
}
/// <summary>This method will reset the currently pending value and remove all pending delayed values.</summary>
public void Clear()
{
pendingValue = Vector3.zero;
pendingSet = false;
snapshots.Clear();
}
protected virtual void Update()
{
if (pendingSet == true)
{
var snapshot = default(Snapshot);
snapshot.Timestamp = Time.unscaledTime;
snapshot.Position = pendingValue;
snapshots.Enqueue(snapshot);
pendingValue = Vector3.zero;
pendingSet = false;
}
else if (autoClear == true)
{
Clear();
}
while (snapshots.Count > 0)
{
var age = Time.unscaledTime - snapshots.Peek().Timestamp;
if (age >= delay)
{
var snapshot = snapshots.Dequeue();
Submit(snapshot.Position);
}
else
{
break;
}
}
}
private void Submit(Vector3 value)
{
if (onValueX != null)
{
onValueX.Invoke(value.x);
}
if (onValueY != null)
{
onValueY.Invoke(value.y);
}
if (onValueZ != null)
{
onValueZ.Invoke(value.z);
}
if (onValueXY != null)
{
onValueXY.Invoke(value);
}
if (onValueXYZ != null)
{
onValueXYZ.Invoke(value);
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanDelayedValue;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanDelayedValue_Editor : LeanEditor
{
private bool showUnusedEvents;
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("delay", "The set values will be output after this many seconds.");
Draw("autoClear", "If no position has been set this frame, clear all pending values?");
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