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.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using NaughtyAttributes;
using UnityEngine.PlayerLoop;
namespace GameplayIngredients.Rigs
{
public class DirectorControlRig : Rig
{
public override int defaultPriority => 0;
public override UpdateMode defaultUpdateMode => UpdateMode.Update;
public enum PlayMode
{
Stop,
Play,
Reverse
}
public enum WrapMode
{
Stop,
Loop,
PingPong
}
[NonNullCheck]
public PlayableDirector director;
public PlayMode InitialPlayMode = PlayMode.Play;
public float InitialTime = 0.0f;
public bool UnscaledGameTime = false;
public WrapMode wrapMode = WrapMode.Stop;
public PlayMode playMode { get { return m_PlayMode; } set { m_PlayMode = value; } }
public float stopTime { get { return m_StopTime; } set { m_StopTime = value; } }
[ShowNativeProperty]
public float time { get { return (float)director.time; } set { director.time = value; } }
public TimelineAsset timeline { get { return director.playableAsset as TimelineAsset; } set { director.playableAsset = value; } }
float m_StopTime = -1.0f;
PlayMode m_PlayMode;
protected override void OnEnable()
{
base.OnEnable();
if (director != null)
{
m_PlayMode = InitialPlayMode;
director.timeUpdateMode = DirectorUpdateMode.Manual;
director.time = InitialTime;
}
}
public override void UpdateRig(float deltaTime)
{
if(m_PlayMode != PlayMode.Stop)
{
float dt = UnscaledGameTime? Time.unscaledDeltaTime : Time.deltaTime;
float prevTime = (float)director.time;
float newTime = prevTime + (m_PlayMode == PlayMode.Reverse ? -1.0f : 1.0f) * dt;
if (m_StopTime >= 0.0f &&
( (m_PlayMode == PlayMode.Play && prevTime < m_StopTime && m_StopTime <= newTime)
|| (m_PlayMode == PlayMode.Reverse && newTime <= m_StopTime && m_StopTime < prevTime)
))
{
director.time = m_StopTime;
m_PlayMode = PlayMode.Stop;
m_StopTime = -1.0f;
}
else
{
newTime = Mathf.Clamp(newTime, 0f, (float)director.playableAsset.duration);
director.time = newTime;
}
director.Evaluate();
if((director.time <= 0.0f && m_PlayMode == PlayMode.Reverse) ||
(director.time >= director.playableAsset.duration && m_PlayMode == PlayMode.Play))
{
switch(wrapMode)
{
case WrapMode.Loop:
if (director.time <= 0.0f)
director.time = director.playableAsset.duration;
else
director.time = 0.0f;
break;
case WrapMode.PingPong:
if (m_PlayMode == PlayMode.Play)
m_PlayMode = PlayMode.Reverse;
else if (m_PlayMode == PlayMode.Reverse)
m_PlayMode = PlayMode.Play;
break;
case WrapMode.Stop:
m_PlayMode = PlayMode.Stop;
break;
}
}
}
}
}
}