hellbound/Assets/Sources/Lean/GUI/Scripts/LeanShake.cs

178 lines
6.5 KiB
C#

using UnityEngine;
using Lean.Common;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Gui
{
/// <summary>This component allows you to shake the specified Transform, with various controls for shake axes, strength, dampening, etc.
/// NOTE: This component works with normal Transforms as well as UI RectTranforms.</summary>
[RequireComponent(typeof(RectTransform))]
[HelpURL(LeanGui.HelpUrlPrefix + "LeanShake")]
[AddComponentMenu(LeanGui.ComponentMenuPrefix + "Shake")]
public class LeanShake : MonoBehaviour
{
/// <summary>This allows you to set the speed of the shake animation.</summary>
public float Speed { set { speed = value; } get { return speed; } } [SerializeField] private float speed = 0.5f;
/// <summary>This allows you to set the current strength of the shake. This value can automatically decay based on the <b>Dampening</b> and <b>Reduction</b> settings.</summary>
public float Strength { set { strength = value; } get { return strength; } } [SerializeField] private float strength = 20.0f;
/// <summary>This allows you to set the final shake strength multiplier. This remains constant.</summary>
public float Multiplier { set { multiplier = value; } get { return multiplier; } } [SerializeField] private float multiplier = 1.0f;
/// <summary>This allows you to set the dampening of the <b>Strength</b> value. This decay slows down as it approaches 0.</summary>
public float Damping { set { damping = value; } get { return damping; } } [FSA("Dampening")] [SerializeField] private float damping;
/// <summary>This allows you to set the reduction of the <b>Strength</b> value. This decay slows down at a constant rate per second.</summary>
public float Reduction { set { reduction = value; } get { return reduction; } } [SerializeField] private float reduction;
/// <summary>This allows you to set the position axes you want to shake in local units.</summary>
public Vector3 ShakePosition { set { shakePosition = value; } get { return shakePosition; } } [SerializeField] private Vector3 shakePosition = new Vector3(1.0f, 1.0f, 0.0f);
/// <summary>This allows you to set the rotation axes you want to shake in degrees.</summary>
public Vector3 ShakeRotation { set { shakeRotation = value; } get { return shakeRotation; } } [SerializeField] private Vector3 shakeRotation = new Vector3(0.0f, 0.0f, 1.0f);
[SerializeField]
private Vector3 offsetPosition;
[SerializeField]
private Vector3 offsetRotation;
[SerializeField]
private Vector3 localPosition;
[SerializeField]
private Quaternion localRotation;
[SerializeField]
private Vector3 expectedPosition;
[SerializeField]
private Quaternion expectedRotation;
[System.NonSerialized]
private RectTransform cachedRectTransform;
public void Shake(float addedStrength)
{
strength += addedStrength;
}
protected virtual void Start()
{
offsetPosition.x = Random.Range(0.0f, 2.0f);
offsetPosition.y = Random.Range(0.0f, 2.0f);
offsetPosition.z = Random.Range(0.0f, 2.0f);
offsetRotation.x = Random.Range(0.0f, 2.0f);
offsetRotation.y = Random.Range(0.0f, 2.0f);
offsetRotation.z = Random.Range(0.0f, 2.0f);
var finalTransform = transform;
var finalRectTransform = transform as RectTransform;
localRotation = expectedRotation = finalTransform.localRotation;
if (finalRectTransform != null)
{
localPosition = expectedPosition = finalRectTransform.anchoredPosition3D;
}
else
{
localPosition = expectedPosition = finalTransform.localPosition;
}
}
protected virtual void Update()
{
var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
var position = default(Vector3);
var rotation = default(Vector3);
strength = Mathf.Lerp(strength, 0.0f, factor);
strength = Mathf.MoveTowards(strength, 0.0f, reduction * Time.deltaTime);
position.x = Sample(ref offsetPosition.x, 29.0f) * shakePosition.x;
position.y = Sample(ref offsetPosition.y, 31.0f) * shakePosition.y;
position.z = Sample(ref offsetPosition.z, 37.0f) * shakePosition.z;
rotation.x = Sample(ref offsetRotation.x, 41.0f) * shakeRotation.x;
rotation.y = Sample(ref offsetRotation.y, 43.0f) * shakeRotation.y;
rotation.z = Sample(ref offsetRotation.z, 47.9f) * shakeRotation.z;
var finalTransform = transform;
var finalRectTransform = transform as RectTransform;
// Rotation
var currentRotation = finalTransform.localRotation;
if (currentRotation != expectedRotation)
{
localRotation = currentRotation;
}
finalTransform.localRotation = expectedRotation = localRotation * Quaternion.Euler(rotation * strength * multiplier);
// Position
if (finalRectTransform != null)
{
var currentPosition = finalRectTransform.anchoredPosition3D;
if (currentPosition != expectedPosition)
{
localPosition = currentPosition;
}
finalRectTransform.anchoredPosition3D = expectedPosition = localPosition + position * strength * multiplier;
}
else
{
var currentPosition = finalTransform.localPosition;
if (currentPosition != expectedPosition)
{
localPosition = currentPosition;
}
finalTransform.localPosition = expectedPosition = localPosition + position * strength * multiplier;
}
}
private float Sample(ref float x, float prime)
{
x = (x + speed * prime * Time.deltaTime) % 2.0f;
return Mathf.SmoothStep(-1.0f, 1.0f, x > 1.0f ? 2.0f - x : x);
}
}
}
#if UNITY_EDITOR
namespace Lean.Gui.Editor
{
using TARGET = LeanShake;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanShake_Editor : LeanEditor
{
private static bool expandSpeed;
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("speed", "This allows you to set the speed of the shake animation.");
Draw("strength", "This allows you to set the current strength of the shake. This value can automatically decay based on the Dampening and Reduction settings.");
Draw("multiplier", "This allows you to set the final shake strength multiplier. This remains constant.");
Draw("damping", "This allows you to set the dampening of the Strength value. This decay slows down as it approaches 0.");
Draw("reduction", "This allows you to set the reduction of the Strength value. This decay slows down at a constant rate per second.");
Separator();
Draw("shakePosition", "This allows you to set the position axes you want to shake in local units.");
Draw("shakeRotation", "This allows you to set the rotation axes you want to shake in degrees.");
}
}
}
#endif