Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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using System;
using UnityEngine;
namespace GameplayIngredients.Rigs
{
[Serializable]
public abstract class Vector3AnimationHandler : AnimationHandler<Vector3> { }
[Serializable, AnimationHandler("Vector3 Continuous", typeof(Vector3))]
public class Vector3ContinuousAnimationHandler : Vector3AnimationHandler
{
[SerializeField]
Vector3 Rate = Vector3.one;
Vector3 m_Base;
float m_Time;
public override void OnStart(Vector3 defaultValue)
{
m_Base = defaultValue;
m_Time = 0;
}
public override Vector3 OnUpdate(float deltaTime)
{
m_Time += deltaTime;
return m_Base + m_Time * Rate;
}
}
[Serializable, AnimationHandler("Vector3 Sine Wave", typeof(Vector3))]
public class Vector3SineAnimationHandler : Vector3AnimationHandler
{
[SerializeField]
Vector3 frequency = Vector3.one;
[SerializeField]
Vector3 amplitude = Vector3.one;
Vector3 m_Base;
float m_Time;
public override void OnStart(Vector3 defaultValue)
{
m_Base = defaultValue;
m_Time = 0;
}
public override Vector3 OnUpdate(float deltaTime)
{
m_Time += deltaTime;
return m_Base + new Vector3(
Mathf.Sin(m_Time * frequency.x * Mathf.PI) * amplitude.x,
Mathf.Sin(m_Time * frequency.y * Mathf.PI) * amplitude.y,
Mathf.Sin(m_Time * frequency.z * Mathf.PI) * amplitude.z
);
}
}
[Serializable, AnimationHandler("Vector3 Noise", typeof(Vector3))]
public class Vector3NoiseAnimationHandler : Vector3AnimationHandler
{
[SerializeField]
Vector3 frequency = Vector3.one;
[SerializeField]
Vector3 amplitude = Vector3.one;
[SerializeField, Range(0f, 5f)]
float lacunarity = 0.3f;
[SerializeField, Range(1,5)]
int octaves = 1;
[SerializeField]
int seed = -1485472;
Vector3 m_Base;
float m_Time;
public override void OnStart(Vector3 defaultValue)
{
m_Base = defaultValue;
m_Time = 0;
}
public override Vector3 OnUpdate(float deltaTime)
{
m_Time += deltaTime;
return m_Base + GetRandom();
}
Vector3 GetRandom()
{
Vector3 v = Vector3.zero;
for(int i = 0; i < octaves; i++)
{
v += new Vector3(
(Mathf.PerlinNoise(seed, m_Time * frequency.x * ((i+1) * 1.7153f)) - .5f) * (amplitude.x / (i * lacunarity + 1)),
(Mathf.PerlinNoise(seed, m_Time * frequency.y * ((i+1) * 1.7153f)) - .5f) * (amplitude.y / (i * lacunarity + 1)),
(Mathf.PerlinNoise(seed, m_Time * frequency.z * ((i+1) * 1.7153f)) - .5f) * (amplitude.z / (i * lacunarity + 1))
);
}
return v;
}
}
[Serializable, AnimationHandler("Vector3 Curve", typeof(Vector3))]
public class Vector3CurveAnimationHandler : Vector3AnimationHandler
{
static AnimationCurve defaultCurve {
get
{
var c = new AnimationCurve(
new Keyframe[] {
new Keyframe(0,0, 0, 4f),
new Keyframe(0.25f,1),
new Keyframe(0.75f,-1),
new Keyframe(1,0, 4f, 0)
});
c.preWrapMode = WrapMode.Loop;
c.postWrapMode = WrapMode.Loop;
return c;
}
}
[SerializeField]
AnimationCurve curveX = defaultCurve;
[SerializeField]
AnimationCurve curveY = defaultCurve;
[SerializeField]
AnimationCurve curveZ = defaultCurve;
[SerializeField]
Vector3 amplitude = Vector3.one;
Vector3 m_Base;
float m_Time;
public override void OnStart(Vector3 defaultValue)
{
m_Base = defaultValue;
m_Time = 0;
}
public override Vector3 OnUpdate(float deltaTime)
{
m_Time += deltaTime;
return m_Base + new Vector3 (
curveX.Evaluate(m_Time) * amplitude.x,
curveY.Evaluate(m_Time) * amplitude.y,
curveZ.Evaluate(m_Time) * amplitude.z
);
}
}
}