hellbound/Assets/Sources/Feel/MMTools/Tools/MMMovement/MMFollowTarget.cs

411 lines
16 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this component to an object and it'll get moved towards the target at update, with or without interpolation based on your settings
/// </summary>
[AddComponentMenu("More Mountains/Tools/Movement/MMFollowTarget")]
public class MMFollowTarget : MonoBehaviour
{
/// the possible update modes
public enum UpdateModes { Update, FixedUpdate, LateUpdate }
/// the possible follow modes
public enum FollowModes { RegularLerp, MMLerp, MMSpring }
/// whether to operate in world or local space
public enum PositionSpaces { World, Local }
[Header("Follow Position")]
/// whether or not the object is currently following its target's position
public bool FollowPosition = true;
/// whether this object should follow its target on the X axis
[MMCondition("FollowPosition", true)]
public bool FollowPositionX = true;
/// whether this object should follow its target on the Y axis
[MMCondition("FollowPosition", true)]
public bool FollowPositionY = true;
/// whether this object should follow its target on the Z axis
[MMCondition("FollowPosition", true)]
public bool FollowPositionZ = true;
/// whether to operate in world or local space
[MMCondition("FollowPosition", true)]
public PositionSpaces PositionSpace = PositionSpaces.World;
[Header("Follow Rotation")]
/// whether or not the object is currently following its target's rotation
public bool FollowRotation = true;
[Header("Follow Scale")]
/// whether or not the object is currently following its target's rotation
public bool FollowScale = true;
/// the factor to apply to the scale when following
[MMCondition("FollowScale", true)]
public float FollowScaleFactor = 1f;
[Header("Target")]
/// the target to follow
public Transform Target;
/// the offset to apply to the followed target
[MMCondition("FollowPosition", true)]
public Vector3 Offset;
///whether or not to add the initial x distance to the offset
[MMCondition("FollowPosition", true)]
public bool AddInitialDistanceXToXOffset = false;
///whether or not to add the initial y distance to the offset
[MMCondition("FollowPosition", true)]
public bool AddInitialDistanceYToYOffset = false;
///whether or not to add the initial z distance to the offset
[MMCondition("FollowPosition", true)]
public bool AddInitialDistanceZToZOffset = false;
[Header("Position Interpolation")]
/// whether or not we need to interpolate the movement
public bool InterpolatePosition = true;
/// the follow mode to use when following position
[MMCondition("InterpolatePosition", true)]
public FollowModes FollowPositionMode = FollowModes.MMLerp;
/// the speed at which to interpolate the follower's movement
[MMCondition("InterpolatePosition", true)]
public float FollowPositionSpeed = 10f;
/// higher values mean more damping, less spring, low values mean less damping, more spring
[MMEnumCondition("FollowPositionMode", (int)FollowModes.MMSpring)]
[Range(0.01f, 1.0f)]
public float PositionSpringDamping = 0.3f;
/// the frequency at which the spring should "vibrate", in Hz (1 : the spring will do one full period in one second)
[MMEnumCondition("FollowPositionMode", (int)FollowModes.MMSpring)]
public float PositionSpringFrequency = 3f;
[Header("Rotation Interpolation")]
/// whether or not we need to interpolate the movement
public bool InterpolateRotation = true;
/// the follow mode to use when interpolating the rotation
[MMCondition("InterpolateRotation", true)]
public FollowModes FollowRotationMode = FollowModes.MMLerp;
/// the speed at which to interpolate the follower's rotation
[MMCondition("InterpolateRotation", true)]
public float FollowRotationSpeed = 10f;
[Header("Scale Interpolation")]
/// whether or not we need to interpolate the scale
public bool InterpolateScale = true;
/// the follow mode to use when interpolating the scale
[MMCondition("InterpolateScale", true)]
public FollowModes FollowScaleMode = FollowModes.MMLerp;
/// the speed at which to interpolate the follower's scale
[MMCondition("InterpolateScale", true)]
public float FollowScaleSpeed = 10f;
[Header("Mode")]
/// the update at which the movement happens
public UpdateModes UpdateMode = UpdateModes.Update;
[Header("Distances")]
/// whether or not to force a minimum distance between the object and its target before it starts following
public bool UseMinimumDistanceBeforeFollow = false;
/// the minimum distance to keep between the object and its target
public float MinimumDistanceBeforeFollow = 1f;
/// whether or not we want to make sure the object is never too far away from its target
public bool UseMaximumDistance = false;
/// the maximum distance at which the object can be away from its target
public float MaximumDistance = 1f;
[Header("Anchor")]
/// if this is true, the movement will be constrained around the initial position
public bool AnchorToInitialPosition;
/// the maximum distance around the initial position at which the transform can move
[MMCondition("AnchorToInitialPosition", true)]
public float MaxDistanceToAnchor = 1f;
protected bool _localSpace { get { return PositionSpace == PositionSpaces.Local; } }
protected Vector3 _velocity = Vector3.zero;
protected Vector3 _newTargetPosition;
protected Vector3 _initialPosition;
protected Vector3 _lastTargetPosition;
protected Vector3 _direction;
protected Vector3 _newPosition;
protected Vector3 _newScale;
protected Quaternion _newTargetRotation;
protected Quaternion _initialRotation;
/// <summary>
/// On start we store our initial position
/// </summary>
protected virtual void Start()
{
Initialization();
}
/// <summary>
/// Initializes the follow
/// </summary>
public virtual void Initialization()
{
SetInitialPosition();
SetOffset();
}
/// <summary>
/// Prevents the object from following the target anymore
/// </summary>
public virtual void StopFollowing()
{
FollowPosition = false;
}
/// <summary>
/// Makes the object follow the target
/// </summary>
public virtual void StartFollowing()
{
FollowPosition = true;
SetInitialPosition();
}
/// <summary>
/// Stores the initial position
/// </summary>
protected virtual void SetInitialPosition()
{
_initialPosition = _localSpace ? this.transform.localPosition : this.transform.position;
_initialRotation = this.transform.rotation;
_lastTargetPosition = _localSpace ? this.transform.localPosition : this.transform.position;
}
/// <summary>
/// Adds initial offset to the offset if needed
/// </summary>
protected virtual void SetOffset()
{
if (Target == null)
{
return;
}
Vector3 difference = this.transform.position - Target.transform.position;
Offset.x = AddInitialDistanceXToXOffset ? difference.x : Offset.x;
Offset.y = AddInitialDistanceYToYOffset ? difference.y : Offset.y;
Offset.z = AddInitialDistanceZToZOffset ? difference.z : Offset.z;
}
/// <summary>
/// At update we follow our target
/// </summary>
protected virtual void Update()
{
if (Target == null)
{
return;
}
if (UpdateMode == UpdateModes.Update)
{
FollowTargetRotation();
FollowTargetScale();
FollowTargetPosition();
}
}
/// <summary>
/// At fixed update we follow our target
/// </summary>
protected virtual void FixedUpdate()
{
if (UpdateMode == UpdateModes.FixedUpdate)
{
FollowTargetRotation();
FollowTargetScale();
FollowTargetPosition();
}
}
/// <summary>
/// At late update we follow our target
/// </summary>
protected virtual void LateUpdate()
{
if (UpdateMode == UpdateModes.LateUpdate)
{
FollowTargetRotation();
FollowTargetScale();
FollowTargetPosition();
}
}
/// <summary>
/// Follows the target, lerping the position or not based on what's been defined in the inspector
/// </summary>
protected virtual void FollowTargetPosition()
{
if (Target == null)
{
return;
}
if (!FollowPosition)
{
return;
}
_newTargetPosition = Target.position + Offset;
if (!FollowPositionX) { _newTargetPosition.x = _initialPosition.x; }
if (!FollowPositionY) { _newTargetPosition.y = _initialPosition.y; }
if (!FollowPositionZ) { _newTargetPosition.z = _initialPosition.z; }
float trueDistance = 0f;
_direction = (_newTargetPosition - this.transform.position).normalized;
trueDistance = Vector3.Distance(this.transform.position, _newTargetPosition);
float interpolatedDistance = trueDistance;
if (InterpolatePosition)
{
switch (FollowPositionMode)
{
case FollowModes.MMLerp:
interpolatedDistance = MMMaths.Lerp(0f, trueDistance, FollowPositionSpeed, Time.deltaTime);
interpolatedDistance = ApplyMinMaxDistancing(trueDistance, interpolatedDistance);
this.transform.Translate(_direction * interpolatedDistance, Space.World);
break;
case FollowModes.RegularLerp:
interpolatedDistance = Mathf.Lerp(0f, trueDistance, Time.deltaTime * FollowPositionSpeed);
interpolatedDistance = ApplyMinMaxDistancing(trueDistance, interpolatedDistance);
this.transform.Translate(_direction * interpolatedDistance, Space.World);
break;
case FollowModes.MMSpring:
_newPosition = this.transform.position;
MMMaths.Spring(ref _newPosition, _newTargetPosition, ref _velocity, PositionSpringDamping, PositionSpringFrequency, FollowPositionSpeed, Time.deltaTime);
if (_localSpace)
{
this.transform.localPosition = _newPosition;
}
else
{
this.transform.position = _newPosition;
}
break;
}
}
else
{
interpolatedDistance = ApplyMinMaxDistancing(trueDistance, interpolatedDistance);
this.transform.Translate(_direction * interpolatedDistance, Space.World);
}
if (AnchorToInitialPosition)
{
if (Vector3.Distance(this.transform.position, _initialPosition) > MaxDistanceToAnchor)
{
if (_localSpace)
{
this.transform.localPosition = _initialPosition + Vector3.ClampMagnitude(this.transform.localPosition - _initialPosition, MaxDistanceToAnchor);
}
else
{
this.transform.position = _initialPosition + Vector3.ClampMagnitude(this.transform.position - _initialPosition, MaxDistanceToAnchor);
}
}
}
}
/// <summary>
/// Applies minimal and maximal distance rules to the interpolated distance
/// </summary>
/// <param name="trueDistance"></param>
/// <param name="interpolatedDistance"></param>
/// <returns></returns>
protected virtual float ApplyMinMaxDistancing(float trueDistance, float interpolatedDistance)
{
if (UseMinimumDistanceBeforeFollow && (trueDistance - interpolatedDistance < MinimumDistanceBeforeFollow))
{
interpolatedDistance = 0f;
}
if (UseMaximumDistance && (trueDistance - interpolatedDistance >= MaximumDistance))
{
interpolatedDistance = trueDistance - MaximumDistance;
}
return interpolatedDistance;
}
/// <summary>
/// Makes the object follow its target's rotation
/// </summary>
protected virtual void FollowTargetRotation()
{
if (Target == null)
{
return;
}
if (!FollowRotation)
{
return;
}
_newTargetRotation = Target.rotation;
if (InterpolateRotation)
{
switch (FollowRotationMode)
{
case FollowModes.MMLerp:
this.transform.rotation = MMMaths.Lerp(this.transform.rotation, _newTargetRotation, FollowRotationSpeed, Time.deltaTime);
break;
case FollowModes.RegularLerp:
this.transform.rotation = Quaternion.Lerp(this.transform.rotation, _newTargetRotation, Time.deltaTime * FollowRotationSpeed);
break;
case FollowModes.MMSpring:
this.transform.rotation = MMMaths.Lerp(this.transform.rotation, _newTargetRotation, FollowRotationSpeed, Time.deltaTime);
break;
}
}
else
{
this.transform.rotation = _newTargetRotation;
}
}
/// <summary>
/// Makes the object follow its target's scale
/// </summary>
protected virtual void FollowTargetScale()
{
if (Target == null)
{
return;
}
if (!FollowScale)
{
return;
}
_newScale = Target.localScale * FollowScaleFactor;
if (InterpolateScale)
{
switch (FollowScaleMode)
{
case FollowModes.MMLerp:
this.transform.localScale = MMMaths.Lerp(this.transform.localScale, _newScale, FollowScaleSpeed, Time.deltaTime);
break;
case FollowModes.RegularLerp:
this.transform.localScale = Vector3.Lerp(this.transform.localScale, _newScale, Time.deltaTime * FollowScaleSpeed);
break;
case FollowModes.MMSpring:
this.transform.localScale = MMMaths.Lerp(this.transform.localScale, _newScale, FollowScaleSpeed, Time.deltaTime);
break;
}
}
else
{
this.transform.localScale = _newScale;
}
}
public virtual void ChangeFollowTarget(Transform newTarget) => Target = newTarget;
}
}