using NaughtyAttributes; using System.Linq; using System.Collections.Generic; using UnityEngine; namespace GameplayIngredients.Rigs { public class FollowPathRig : MonoBehaviour { public enum PlayMode { Playing, Stopped, Reverse } public enum LoopMode { Hold, Loop, PingPong } public LoopMode loopMode = LoopMode.PingPong; public bool StopOnSteps = false; public float Speed = 2.0f; [ReorderableList, SerializeField, NonNullCheck] protected GameObject[] Path; public PlayMode initialPlayMode = PlayMode.Playing; PlayMode m_PlayMode; float m_Progress; public void SetProgress(float progress) { m_Progress = Mathf.Clamp(progress, 0, Path.Length - 1); } public void Play(float progress = -1.0f) { if (progress >= 0.0f) SetProgress(progress); m_PlayMode = PlayMode.Playing; } public void Reverse(float progress = -1.0f) { if (progress >= 0.0f) SetProgress(progress); m_PlayMode = PlayMode.Reverse; } public void Stop(float progress = -1.0f) { if (progress >= 0.0f) SetProgress(progress); m_PlayMode = PlayMode.Stopped; } private void Start() { m_PlayMode = initialPlayMode; m_Progress = 0.0f; } private void LateUpdate() { if(m_PlayMode != PlayMode.Stopped) { if(Path.Where(o => o == null).Count() > 0) { Debug.LogWarning("Path contains null objects. Cannot Compute.", this); } // Process loopMode and boundary reach switch(loopMode) { case LoopMode.Hold: if((m_PlayMode == PlayMode.Playing && m_Progress == Path.Length - 1) || (m_PlayMode == PlayMode.Reverse && m_Progress == 0.0f)) { m_PlayMode = PlayMode.Stopped; return; } break; case LoopMode.Loop: if (m_PlayMode == PlayMode.Playing && m_Progress == Path.Length -1) { m_Progress = 0.0f; } else if (m_PlayMode == PlayMode.Reverse && m_Progress == 0.0f) { m_Progress = Path.Length -1; } break; case LoopMode.PingPong: if (m_PlayMode == PlayMode.Playing && m_Progress == Path.Length -1) { m_PlayMode = PlayMode.Reverse; } else if (m_PlayMode == PlayMode.Reverse && m_Progress == 0.0f) { m_PlayMode = PlayMode.Playing; } break; } // Process move on path float sign = 1.0f; if (m_PlayMode == PlayMode.Reverse) sign = -1.0f; int idx = Mathf.Clamp( sign > 0? (int)Mathf.Floor(m_Progress) : (int)Mathf.Ceil(m_Progress), 0 , Path.Length-1); int nextidx = idx + (int)sign; Vector3 inPos = Path[idx].transform.position; Vector3 outPos = Path[nextidx].transform.position; Vector3 dir = ( outPos - inPos ).normalized; Vector3 pos = Vector3.Lerp( sign > 0? inPos : outPos, sign > 0? outPos : inPos, m_Progress % 1.0f); Vector3 move = dir * Speed * Time.deltaTime; float moveT = move.magnitude / (outPos - inPos).magnitude * sign; m_Progress = Mathf.Clamp(m_Progress + moveT, (sign > 0)? idx : nextidx, (sign > 0) ? nextidx : idx); if(m_Progress == nextidx) transform.position = outPos; else transform.position = Vector3.Lerp(inPos, outPos, (sign > 0) ? m_Progress % 1.0f : 1.0f - (m_Progress % 1.0f)); if((m_Progress %1.0f == 0.0f) && StopOnSteps) { m_PlayMode = PlayMode.Stopped; } } } private void OnDrawGizmos() { Gizmos.color = new Color(1.0f, 1.0f, 1.0f, 0.1f); DrawGizmosPath(); } private void OnDrawGizmosSelected() { Gizmos.color = Color.red; DrawGizmosPath(); } void DrawGizmosPath() { if(Path != null && Path.Length > 1 && Path.Where(o => o == null).Count() == 0) { for(int i = 0; i < Path.Length -1; i++) { Gizmos.DrawLine(Path[i].transform.position, Path[i + 1].transform.position); } } } } }