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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134 行
3.6 KiB

using System;
using UnityEngine;
namespace GameplayIngredients.Rigs
{
[Serializable]
public abstract class FloatAnimationHandler : AnimationHandler<float> { }
[Serializable, AnimationHandler("Float Continuous", typeof(float))]
public class FloatContinuousAnimationHandler : FloatAnimationHandler
{
[SerializeField]
float Rate = 1.0f;
float m_Base;
float m_Time;
public override void OnStart(float defaultValue)
{
m_Base = defaultValue;
m_Time = 0;
}
public override float OnUpdate(float deltaTime)
{
m_Time += deltaTime;
return m_Base + m_Time * Rate;
}
}
[Serializable, AnimationHandler("Float Sine Wave", typeof(float))]
public class FloatSineAnimationHandler : FloatAnimationHandler
{
[SerializeField]
float frequency = 1.0f;
[SerializeField]
public float amplitude = 1.0f;
float m_Base;
float m_Time;
public override void OnStart(float defaultValue)
{
m_Base = defaultValue;
m_Time = 0;
}
public override float OnUpdate(float deltaTime)
{
m_Time += deltaTime;
return m_Base + Mathf.Sin(m_Time * frequency * Mathf.PI) * amplitude;
}
}
[Serializable, AnimationHandler("Float Noise", typeof(float))]
public class FloatNoiseAnimationHandler : FloatAnimationHandler
{
[SerializeField]
float frequency = 1.0f;
[SerializeField]
float amplitude = 1.0f;
[SerializeField, Range(0f, 5f)]
float lacunarity = 0.3f;
[SerializeField, Range(1,5)]
int octaves = 1;
[SerializeField]
int seed = -1485472;
float m_Base;
float m_Time;
public override void OnStart(float defaultValue)
{
m_Base = defaultValue;
m_Time = 0;
}
public override float OnUpdate(float deltaTime)
{
m_Time += deltaTime;
return m_Base + GetRandom();
}
float GetRandom()
{
float v = 0;
for(int i = 0; i < octaves; i++)
{
v += (Mathf.PerlinNoise(seed, m_Time * frequency * ((i+1) * 1.7153f)) - .5f) * (amplitude / (i * lacunarity + 1));
}
return v;
}
}
[Serializable, AnimationHandler("Float Curve", typeof(float))]
public class FloatCurveAnimationHandler : FloatAnimationHandler
{
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 curve = defaultCurve;
[SerializeField]
float amplitude = 1.0f;
float m_Base;
float m_Time;
public override void OnStart(float defaultValue)
{
m_Base = defaultValue;
m_Time = 0;
}
public override float OnUpdate(float deltaTime)
{
m_Time += deltaTime;
return m_Base + curve.Evaluate(m_Time) * amplitude;
}
}
}