74 lines
2.8 KiB
C#
74 lines
2.8 KiB
C#
using UnityEngine;
|
|
using Lean.Common;
|
|
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
|
|
|
|
namespace Lean.Touch
|
|
{
|
|
/// <summary>This component will pulse the transform.localScale value over time.</summary>
|
|
[HelpURL(LeanTouch.HelpUrlPrefix + "LeanPulseScale")]
|
|
[AddComponentMenu(LeanTouch.ComponentPathPrefix + "Pulse Scale")]
|
|
public class LeanPulseScale : MonoBehaviour
|
|
{
|
|
/// <summary>The default scale.</summary>
|
|
public Vector3 BaseScale { set { baseScale = value; } get { return baseScale; } } [FSA("BaseScale")] [SerializeField] private Vector3 baseScale = Vector3.one;
|
|
|
|
/// <summary>The current scale multiplier.</summary>
|
|
public float Size { set { size = value; } get { return size; } } [FSA("Size")] [SerializeField] private float size = 1.0f;
|
|
|
|
/// <summary>The interval between each pulse in seconds.</summary>
|
|
public float PulseInterval { set { pulseInterval = value; } get { return pulseInterval; } } [FSA("PulseInterval")] [SerializeField] private float pulseInterval = 1.0f;
|
|
|
|
/// <summary>The amount Size will be incremented each pulse.</summary>
|
|
public float PulseSize { set { pulseSize = value; } get { return pulseSize; } } [FSA("PulseSize")] [SerializeField] private float pulseSize = 1.0f;
|
|
|
|
/// <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("Damping")] [FSA("Dampening")] [SerializeField] private float damping = 5.0f;
|
|
|
|
[System.NonSerialized]
|
|
private float counter;
|
|
|
|
protected virtual void Update()
|
|
{
|
|
counter += Time.deltaTime;
|
|
|
|
if (counter >= pulseInterval)
|
|
{
|
|
counter %= pulseInterval;
|
|
|
|
size += pulseSize;
|
|
}
|
|
|
|
var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
|
|
|
|
size = Mathf.Lerp(size, 1.0f, factor);
|
|
|
|
transform.localScale = Vector3.Lerp(transform.localScale, baseScale * size, factor);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
namespace Lean.Touch.Editor
|
|
{
|
|
using TARGET = LeanPulseScale;
|
|
|
|
[UnityEditor.CanEditMultipleObjects]
|
|
[UnityEditor.CustomEditor(typeof(TARGET), true)]
|
|
public class LeanPulseScale_Editor : LeanEditor
|
|
{
|
|
protected override void OnInspector()
|
|
{
|
|
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
|
|
|
|
Draw("baseScale", "The default scale.");
|
|
Draw("size", "The current scale multiplier.");
|
|
Draw("pulseInterval", "The interval between each pulse in seconds.");
|
|
Draw("pulseSize", "The amount Size will be incremented each pulse.");
|
|
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.");
|
|
}
|
|
}
|
|
}
|
|
#endif |