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

147 lines
5.8 KiB
C#

using UnityEngine;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Common
{
/// <summary>This component keeps the current GameObject the specified distance away from its parent.</summary>
[ExecuteInEditMode]
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanMaintainDistance")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Maintain Distance")]
public class LeanMaintainDistance : MonoBehaviour
{
/// <summary>The direction of the distance separation.
/// 0,0,0 = Use current direction.</summary>
public Vector3 Direction { set { direction = value; } get { return direction; } } [FSA("Direction")] [SerializeField] private Vector3 direction;
/// <summary>The coordinate space for the Direction values.</summary>
public Space DirectionSpace { set { directionSpace = value; } get { return directionSpace; } } [FSA("DirectionSpace")] [SerializeField] private Space directionSpace = Space.Self;
/// <summary>The distance we want to be from the parent in world space.</summary>
public float Distance { set { distance = value; } get { return distance; } } [FSA("Distance")] [SerializeField] private float distance = 10.0f;
/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
/// -1 = Instantly 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 = 3.0f;
/// <summary>Should the distance value be clamped?</summary>
public bool Clamp { set { clamp = value; } get { return clamp; } } [FSA("DistanceClamp")] [FSA("Clamp")] [SerializeField] private bool clamp;
/// <summary>The minimum distance.</summary>
public float ClampMin { set { clampMin = value; } get { return clampMin; } } [FSA("DistanceMin")] [FSA("ClampMin")] [SerializeField] private float clampMin = 1.0f;
/// <summary>The maximum distance.</summary>
public float ClampMax { set { clampMax = value; } get { return clampMax; } } [FSA("DistanceMax")] [FSA("ClampMax")] [SerializeField] private float clampMax = 100.0f;
/// <summary>The layers we should collide against.</summary>
public LayerMask CollisionLayers { set { collisionLayers = value; } get { return collisionLayers; } } [FSA("CollisionLayers")] [SerializeField] private LayerMask collisionLayers;
/// <summary>The radius of the collision.</summary>
public float CollisionRadius { set { collisionRadius = value; } get { return collisionRadius; } } [FSA("CollisionRadius")] [SerializeField] private float collisionRadius = 0.1f;
[SerializeField]
private float currentDistance;
/// <summary>This method allows you to increment the Distance value by the specified value.</summary>
public void AddDistance(float value)
{
distance += value;
}
/// <summary>This method allows you to multiply the Distance value by the specified value.</summary>
public void MultiplyDistance(float value)
{
distance *= value;
}
protected virtual void Start()
{
currentDistance = distance;
}
protected virtual void LateUpdate()
{
var worldOrigin = transform.parent != null ? transform.parent.position : Vector3.zero;
var worldDirection = direction;
// Get a valid normalized direction
if (worldDirection.sqrMagnitude == 0.0f)
{
worldDirection = transform.position - worldOrigin;
if (worldDirection.sqrMagnitude == 0.0f)
{
worldDirection = Random.onUnitSphere;
}
}
else if (directionSpace == Space.Self)
{
worldDirection = transform.TransformDirection(worldDirection);
}
worldDirection = worldDirection.normalized;
// Limit distance to min/max values?
if (clamp == true)
{
distance = Mathf.Clamp(distance, clampMin, clampMax);
}
// Collide against stuff?
if (collisionLayers != 0)
{
var hit = default(RaycastHit);
var pointA = worldOrigin + worldDirection * clampMin;
var pointB = worldOrigin + worldDirection * clampMax;
if (Physics.SphereCast(pointA, collisionRadius, worldDirection, out hit, Vector3.Distance(pointA, pointB), collisionLayers) == true)
{
var newDistance = hit.distance + clampMin;
// Only update if the distance is closer, else the camera can glue to walls behind it
if (newDistance < distance)
{
distance = newDistance;
}
}
}
// Get t value
var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
// Lerp the current value to the target one
currentDistance = Mathf.Lerp(currentDistance, distance, factor);
// Set the position
transform.position = worldOrigin + worldDirection * currentDistance;
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanMaintainDistance;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET), true)]
public class LeanMaintainDistance_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("direction", "The direction of the distance separation.\n\n0,0,0 = Use current direction.");
Draw("directionSpace", "The coordinate space for the Direction values.");
Draw("distance", "The distance we want to be from the parent in world space.");
Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
Draw("clamp", "Should the distance value be clamped?");
Draw("clampMin", "The minimum distance.");
Draw("clampMax", "The maximum distance.");
Draw("collisionLayers", "The layers we should collide against.");
Draw("collisionRadius", "The radius of the collision.");
}
}
}
#endif