rabidus-test/Assets/Dreamteck/Splines/Components/ObjectController CustomRules/Classes/ObjectControllerSineRule.cs

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2023-07-24 16:38:13 +03:00
namespace Dreamteck.Splines
{
using UnityEngine;
//Use the CreateAssetMenu attribute to add the object to the Create Asset context menu
//After that, go to Assets/Create/Dreamteck/Splines/... and create the scriptable object
[CreateAssetMenu(menuName = "Dreamteck/Splines/Object Controller Rules/Sine Rule")]
public class ObjectControllerSineRule : ObjectControllerCustomRuleBase
{
[SerializeField] private bool _useSplinePercent = false;
[SerializeField] private float _frequency = 1f;
[SerializeField] private float _amplitude = 1f;
[SerializeField] private float _angle = 0f;
[SerializeField] private float _minScale = 1f;
[SerializeField] private float _maxScale = 1f;
[SerializeField] [Range(0f, 1f)] private float _offset = 0f;
public bool useSplinePercent
{
get { return _useSplinePercent; }
set { _useSplinePercent = value; }
}
public float frequency
{
get { return _frequency; }
set { _frequency = value; }
}
public float amplitude
{
get { return _amplitude; }
set { _amplitude = value; }
}
public float angle
{
get { return _angle; }
set { _angle = value; }
}
public float minScale
{
get { return _minScale; }
set { _minScale = value; }
}
public float maxScale
{
get { return _maxScale; }
set { _maxScale = value; }
}
public float offset
{
get { return _offset; }
set {
_offset = value;
if(_offset > 1)
{
_offset -= Mathf.FloorToInt(_offset);
}
if(_offset < 0)
{
_offset += Mathf.FloorToInt(-_offset);
}
}
}
//Override GetOffset, GetRotation and GetScale to implement custom behaviors
//Use the information from currentSample, currentObjectIndex, totalObjects and currentObjectPercent
public override Vector3 GetOffset()
{
float sin = GetSine();
return Quaternion.AngleAxis(_angle, Vector3.forward) * Vector3.up * sin * _amplitude;
}
public override Vector3 GetScale()
{
return Vector3.Lerp(Vector3.one * _minScale, Vector3.one * _maxScale, GetSine());
}
private float GetSine()
{
float objectPercent = _useSplinePercent ? (float)currentSample.percent : currentObjectPercent;
return Mathf.Sin((Mathf.PI * _offset) + objectPercent * Mathf.PI * _frequency);
}
}
}