88 lines
2.8 KiB
C#
88 lines
2.8 KiB
C#
namespace Dreamteck.Splines
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{
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using UnityEngine;
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//Use the CreateAssetMenu attribute to add the object to the Create Asset context menu
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//After that, go to Assets/Create/Dreamteck/Splines/... and create the scriptable object
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[CreateAssetMenu(menuName = "Dreamteck/Splines/Object Controller Rules/Spiral Rule")]
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public class ObjectControllerSpiralRule : ObjectControllerCustomRuleBase
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{
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[SerializeField] private bool _useSplinePercent = false;
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[SerializeField] private float _revolve = 360f;
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[SerializeField] private Vector2 _startSize = Vector2.one;
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[SerializeField] private Vector2 _endSize = Vector2.one;
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[SerializeField] [Range(0f, 1f)] private float _offset = 0f;
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public bool useSplinePercent
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{
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get { return _useSplinePercent; }
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set { _useSplinePercent = value; }
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}
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public float revolve
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{
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get { return _revolve; }
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set { _revolve = value; }
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}
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public Vector2 startSize
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{
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get { return _startSize; }
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set { _startSize = value; }
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}
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public Vector2 endSize
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{
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get { return _endSize; }
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set { _endSize = value; }
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}
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public float offset
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{
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get { return _offset; }
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set {
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_offset = value;
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if(_offset > 1)
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{
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_offset -= Mathf.FloorToInt(_offset);
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}
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if(_offset < 0)
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{
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_offset += Mathf.FloorToInt(-_offset);
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}
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}
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}
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//Override GetOffset, GetRotation and GetScale to implement custom behaviors
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//Use the information from currentSample, currentObjectIndex, totalObjects and currentObjectPercent
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public override Vector3 GetOffset()
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{
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Vector3 offset = Quaternion.AngleAxis(_revolve * GetPercent(), Vector3.forward) * Vector3.up;
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Vector2 scale = Vector2.Lerp(_startSize, _endSize, GetPercent());
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offset.x *= scale.x;
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offset.y *= scale.y;
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return offset;
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}
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public override Quaternion GetRotation()
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{
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return currentSample.rotation * Quaternion.AngleAxis(_revolve * -GetPercent(), Vector3.forward);
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}
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private float GetPercent()
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{
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float percent = _useSplinePercent ? (float)currentSample.percent : currentObjectPercent + _offset;
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if (percent > 1)
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{
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percent -= Mathf.FloorToInt(percent);
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}
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if (percent < 0)
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{
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percent += Mathf.FloorToInt(-percent);
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}
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return percent;
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}
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}
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}
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