rabidus-test/Assets/Dreamteck/Splines/Components/ObjectController CustomRules/Classes/ObjectControllerSpiralRule.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/Spiral Rule")]
public class ObjectControllerSpiralRule : ObjectControllerCustomRuleBase
{
[SerializeField] private bool _useSplinePercent = false;
[SerializeField] private float _revolve = 360f;
[SerializeField] private Vector2 _startSize = Vector2.one;
[SerializeField] private Vector2 _endSize = Vector2.one;
[SerializeField] [Range(0f, 1f)] private float _offset = 0f;
public bool useSplinePercent
{
get { return _useSplinePercent; }
set { _useSplinePercent = value; }
}
public float revolve
{
get { return _revolve; }
set { _revolve = value; }
}
public Vector2 startSize
{
get { return _startSize; }
set { _startSize = value; }
}
public Vector2 endSize
{
get { return _endSize; }
set { _endSize = 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()
{
Vector3 offset = Quaternion.AngleAxis(_revolve * GetPercent(), Vector3.forward) * Vector3.up;
Vector2 scale = Vector2.Lerp(_startSize, _endSize, GetPercent());
offset.x *= scale.x;
offset.y *= scale.y;
return offset;
}
public override Quaternion GetRotation()
{
return currentSample.rotation * Quaternion.AngleAxis(_revolve * -GetPercent(), Vector3.forward);
}
private float GetPercent()
{
float percent = _useSplinePercent ? (float)currentSample.percent : currentObjectPercent + _offset;
if (percent > 1)
{
percent -= Mathf.FloorToInt(percent);
}
if (percent < 0)
{
percent += Mathf.FloorToInt(-percent);
}
return percent;
}
}
}