rabidus-test/Assets/SCSM/SciFiShipController/Demos/TechDemo/Scripts/SSCObjectRotator.cs

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2023-07-24 16:38:13 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// This component is used to rotate an object around the y and x axis using
/// two pivot points. Typically the x axis mesh will be a a child of the y-axis
/// mesh so that that both meshes can rotate around the y-axis.
/// </summary>
public class SSCObjectRotator : MonoBehaviour
{
#region Enumerations
public enum UpdateType
{
Update = 0,
FixedUpdate = 1,
LateUpdate = 2
}
#endregion
#region Public variables
public bool initialiseOnAwake = true;
public float startDelay = 0f;
public UpdateType updateType = UpdateType.FixedUpdate;
public Transform pivotY = null;
public Transform pivotX = null;
public float startYRotation = 0f;
public float endYRotation = 180f;
public float rotationYSpeed = 5f;
public float startXRotation = 0f;
public float endXRotation = 45f;
public float rotationXSpeed = 2f;
#endregion
#region Private variables
private Vector3 currentRot;
private float currentYRot;
private float currentXRot;
private float yDirection = 1f;
private float xDirection = 1f;
private int updateTypeInt;
private int updateTypeUpdateInt = (int)UpdateType.Update;
private int updateTypeFixedInt = (int)UpdateType.FixedUpdate;
private int updateTypeLateInt = (int)UpdateType.LateUpdate;
private bool isInitialised = false;
private bool isRotatingY = false;
private bool isRotatingX = false;
private float startCountdownTimer = 0f;
#endregion
#region Private Initialise methods
// Start is called before the first frame update
void Awake()
{
if (initialiseOnAwake) { Initialise(); }
}
#endregion
#region Update Methods
// Update is called once per frame
private void Update()
{
if (isInitialised && updateTypeInt == updateTypeUpdateInt)
{
RotateObject();
}
}
private void FixedUpdate()
{
if (isInitialised && updateTypeInt == updateTypeFixedInt)
{
RotateObject();
}
}
private void LateUpdate()
{
if (isInitialised && updateTypeInt == updateTypeLateInt)
{
RotateObject();
}
}
#endregion
#region Private Methods
/// <summary>
/// This should only be called if the script is initialised (has valid pivot gameobjects)
/// </summary>
private void RotateObject()
{
// If there is a start delay, decrement the timer.
if (startCountdownTimer > 0f)
{
startCountdownTimer -= Time.deltaTime;
if (startCountdownTimer <= 0f)
{
startCountdownTimer = 0f;
isRotatingX = true;
isRotatingY = true;
}
}
if (isRotatingY)
{
// Rotate at x degrees per second around Y axis
pivotY.localRotation = Quaternion.RotateTowards(pivotY.localRotation,
Quaternion.Euler(0f, endYRotation, 0f), rotationYSpeed * Time.deltaTime);
float fixedEulerAngleY = pivotY.localRotation.eulerAngles.y > 180f ? pivotY.localRotation.eulerAngles.y - 360f : pivotY.localRotation.eulerAngles.y;
// Clamping - clockwise rotation
if (yDirection == 1f && fixedEulerAngleY >= endYRotation)
{
currentRot.Set(pivotY.localEulerAngles.x, endYRotation, pivotY.localEulerAngles.z);
pivotY.localRotation = Quaternion.Euler(currentRot);
isRotatingY = false;
}
// Clamping anti-clockwise rotation
else if (yDirection == -1f && fixedEulerAngleY <= endYRotation)
{
currentRot.Set(pivotY.localEulerAngles.x, endYRotation, pivotY.localEulerAngles.z);
pivotY.localRotation = Quaternion.Euler(currentRot);
isRotatingY = false;
}
}
if (isRotatingX)
{
// Rotate at x degrees per second around Y axis
pivotX.localRotation = Quaternion.RotateTowards(pivotX.localRotation,
Quaternion.Euler(endXRotation,0f, 0f), rotationXSpeed * Time.deltaTime);
float fixedEulerAngleX = pivotX.localRotation.eulerAngles.x > 180f ? pivotX.localRotation.eulerAngles.x - 360f : pivotX.localRotation.eulerAngles.x;
// Clamping - clockwise rotation
if (xDirection == 1f && fixedEulerAngleX >= endXRotation)
{
currentRot.Set(endXRotation, pivotX.localEulerAngles.y, pivotX.localEulerAngles.z);
pivotX.localRotation = Quaternion.Euler(currentRot);
isRotatingX = false;
}
// Clamping anti-clockwise rotation
else if (xDirection == -1f && fixedEulerAngleX <= endXRotation)
{
currentRot.Set(endXRotation, pivotX.localEulerAngles.y, pivotX.localEulerAngles.z);
pivotX.localRotation = Quaternion.Euler(currentRot);
isRotatingX = false;
}
}
}
#endregion
#region Public API Methods
public void Initialise()
{
#if UNITY_EDITOR
if (pivotY == null) { Debug.LogWarning("SSCObjectRotator Y-axis (horizontal) pivot transform is not defined"); }
if (pivotX == null) { Debug.LogWarning("SSCObjectRotator X-axis (vertical) pivot transform is not defined"); }
#endif
// Avoid having to constantly look up the enumeration
updateTypeInt = (int)updateType;
yDirection = startYRotation < endYRotation ? 1f : -1f;
xDirection = startXRotation < endXRotation ? 1f : -1f;
currentRot = Vector3.zero;
if (pivotY != null)
{
currentRot.Set(pivotY.localEulerAngles.x, startYRotation, pivotY.localEulerAngles.z);
pivotY.localRotation = Quaternion.Euler(currentRot);
}
if (pivotX != null)
{
// In Unity down on X-axis is +ve.
currentRot.Set(startXRotation, pivotX.localEulerAngles.y, pivotX.localEulerAngles.z);
pivotX.localRotation = Quaternion.Euler(currentRot);
}
isInitialised = pivotY != null && pivotX != null;
if (isInitialised)
{
if (startDelay > 0f)
{
startCountdownTimer = startDelay;
}
else
{
isRotatingX = true;
isRotatingY = true;
}
}
}
/// <summary>
/// Change the updateType at runtime
/// </summary>
/// <param name="newUpdateType"></param>
public void ChangeUpdateType(UpdateType newUpdateType)
{
updateType = newUpdateType;
updateTypeInt = (int)updateType;
}
#endregion
}
}