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