HeavenStudioPlus/Assets/Plugins/BezierSolution/Utilities/BezierAttachment.cs

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using UnityEngine;
namespace BezierSolution
{
[AddComponentMenu( "Bezier Solution/Bezier Attachment" )]
[HelpURL( "https://github.com/yasirkula/UnityBezierSolution" )]
[ExecuteInEditMode]
public class BezierAttachment : MonoBehaviour
{
public enum RotationMode { No = 0, UseSplineNormals = 1, UseEndPointRotations = 2 };
#pragma warning disable 0649
[SerializeField]
private BezierSpline m_spline;
public BezierSpline spline
{
get { return m_spline; }
set
{
if( m_spline != value )
{
if( m_spline )
m_spline.onSplineChanged -= OnSplineChanged;
m_spline = value;
if( m_spline && isActiveAndEnabled )
{
m_spline.onSplineChanged -= OnSplineChanged;
m_spline.onSplineChanged += OnSplineChanged;
OnSplineChanged( m_spline, DirtyFlags.All );
}
}
}
}
[SerializeField]
[Range( 0f, 1f )]
private float m_normalizedT = 0f;
public float normalizedT
{
get { return m_normalizedT; }
set
{
value = Mathf.Clamp01( value );
if( m_normalizedT != value )
{
m_normalizedT = value;
if( isActiveAndEnabled )
OnSplineChanged( m_spline, DirtyFlags.All );
}
}
}
[Header( "Position" )]
[SerializeField]
private bool m_updatePosition = true;
public bool updatePosition
{
get { return m_updatePosition; }
set
{
if( m_updatePosition != value )
{
m_updatePosition = value;
if( m_updatePosition && isActiveAndEnabled )
OnSplineChanged( m_spline, DirtyFlags.SplineShapeChanged );
}
}
}
[SerializeField]
private Vector3 m_positionOffset;
public Vector3 positionOffset
{
get { return m_positionOffset; }
set
{
if( m_positionOffset != value )
{
m_positionOffset = value;
if( m_updatePosition && isActiveAndEnabled )
OnSplineChanged( m_spline, DirtyFlags.SplineShapeChanged );
}
}
}
[Header( "Rotation" )]
[SerializeField]
private RotationMode m_updateRotation = RotationMode.UseSplineNormals;
public RotationMode updateRotation
{
get { return m_updateRotation; }
set
{
if( m_updateRotation != value )
{
m_updateRotation = value;
if( m_updateRotation != RotationMode.No && isActiveAndEnabled )
OnSplineChanged( m_spline, DirtyFlags.SplineShapeChanged );
}
}
}
[SerializeField]
private Vector3 m_rotationOffset;
public Vector3 rotationOffset
{
get { return m_rotationOffset; }
set
{
if( m_rotationOffset != value )
{
m_rotationOffset = value;
if( m_updateRotation != RotationMode.No && isActiveAndEnabled )
OnSplineChanged( m_spline, DirtyFlags.SplineShapeChanged );
}
}
}
#if UNITY_EDITOR
[Header( "Other Settings" )]
[SerializeField]
private bool executeInEditMode = false;
[SerializeField, HideInInspector]
private BezierSpline prevSpline;
#endif
#pragma warning restore 0649
private void OnEnable()
{
if( m_spline )
{
m_spline.onSplineChanged -= OnSplineChanged;
m_spline.onSplineChanged += OnSplineChanged;
OnSplineChanged( m_spline, DirtyFlags.All );
}
}
private void OnDisable()
{
if( m_spline )
m_spline.onSplineChanged -= OnSplineChanged;
}
#if UNITY_EDITOR
private void OnValidate()
{
UnityEditor.Undo.RecordObject( transform, "Modify BezierAttachment" );
BezierSpline _spline = m_spline;
m_spline = prevSpline;
spline = prevSpline = _spline;
if( isActiveAndEnabled )
OnSplineChanged( m_spline, DirtyFlags.All );
}
private void LateUpdate()
{
if( transform.hasChanged )
OnSplineChanged( m_spline, DirtyFlags.All );
}
#endif
private void OnSplineChanged( BezierSpline spline, DirtyFlags dirtyFlags )
{
#if UNITY_EDITOR
if( !executeInEditMode && !UnityEditor.EditorApplication.isPlaying )
return;
#endif
RefreshInternal( dirtyFlags );
}
public void Refresh()
{
RefreshInternal( DirtyFlags.All );
}
private void RefreshInternal( DirtyFlags dirtyFlags )
{
if( !m_spline || m_spline.Count < 2 )
return;
if( !m_updatePosition && m_updateRotation == RotationMode.No )
return;
BezierSpline.Segment segment = m_spline.GetSegmentAt( m_normalizedT );
switch( m_updateRotation )
{
case RotationMode.UseSplineNormals:
if( m_rotationOffset == Vector3.zero )
transform.rotation = Quaternion.LookRotation( segment.GetTangent(), segment.GetNormal() );
else
transform.rotation = Quaternion.LookRotation( segment.GetTangent(), segment.GetNormal() ) * Quaternion.Euler( m_rotationOffset );
break;
case RotationMode.UseEndPointRotations:
if( m_rotationOffset == Vector3.zero )
transform.rotation = Quaternion.LerpUnclamped( segment.point1.rotation, segment.point2.rotation, segment.localT );
else
transform.rotation = Quaternion.LerpUnclamped( segment.point1.rotation, segment.point2.rotation, segment.localT ) * Quaternion.Euler( m_rotationOffset );
break;
}
if( m_updatePosition && ( dirtyFlags & DirtyFlags.SplineShapeChanged ) == DirtyFlags.SplineShapeChanged )
{
if( m_positionOffset == Vector3.zero )
transform.position = segment.GetPoint();
else
transform.position = segment.GetPoint() + transform.rotation * m_positionOffset;
}
#if UNITY_EDITOR
transform.hasChanged = false;
#endif
}
}
}