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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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127 lines
3.3 KiB
C#
127 lines
3.3 KiB
C#
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using UnityEngine;
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using UnityEngine.Events;
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namespace BezierSolution
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{
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[AddComponentMenu( "Bezier Solution/Bezier Walker With Time" )]
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[HelpURL( "https://github.com/yasirkula/UnityBezierSolution" )]
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public class BezierWalkerWithTime : BezierWalker
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{
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public BezierSpline spline;
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public TravelMode travelMode;
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public float travelTime = 5f;
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[SerializeField]
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[Range( 0f, 1f )]
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private float m_normalizedT = 0f;
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public bool highQuality = false;
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public override BezierSpline Spline { get { return spline; } }
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public override float NormalizedT
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{
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get { return m_normalizedT; }
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set { m_normalizedT = value; }
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}
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public float movementLerpModifier = 10f;
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public float rotationLerpModifier = 10f;
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public LookAtMode lookAt = LookAtMode.Forward;
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private bool isGoingForward = true;
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public override bool MovingForward { get { return isGoingForward; } }
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public UnityEvent onPathCompleted = new UnityEvent();
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private bool onPathCompletedCalledAt1 = false;
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private bool onPathCompletedCalledAt0 = false;
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private void Update()
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{
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Execute( Time.deltaTime );
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}
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public override void Execute( float deltaTime )
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{
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float _normalizedT = highQuality ? spline.evenlySpacedPoints.GetNormalizedTAtPercentage( m_normalizedT ) : m_normalizedT;
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transform.position = Vector3.Lerp( transform.position, spline.GetPoint( _normalizedT ), movementLerpModifier * deltaTime );
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if( lookAt == LookAtMode.Forward )
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{
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BezierSpline.Segment segment = spline.GetSegmentAt( _normalizedT );
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Quaternion targetRotation;
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if( isGoingForward )
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targetRotation = Quaternion.LookRotation( segment.GetTangent(), segment.GetNormal() );
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else
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targetRotation = Quaternion.LookRotation( -segment.GetTangent(), segment.GetNormal() );
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transform.rotation = Quaternion.Lerp( transform.rotation, targetRotation, rotationLerpModifier * deltaTime );
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}
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else if( lookAt == LookAtMode.SplineExtraData )
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transform.rotation = Quaternion.Lerp( transform.rotation, spline.GetExtraData( _normalizedT, extraDataLerpAsQuaternionFunction ), rotationLerpModifier * deltaTime );
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if( isGoingForward )
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{
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m_normalizedT += deltaTime / travelTime;
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if( m_normalizedT > 1f )
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{
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if( travelMode == TravelMode.Once )
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m_normalizedT = 1f;
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else if( travelMode == TravelMode.Loop )
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m_normalizedT -= 1f;
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else
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{
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m_normalizedT = 2f - m_normalizedT;
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isGoingForward = false;
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}
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if( !onPathCompletedCalledAt1 )
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{
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onPathCompletedCalledAt1 = true;
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#if UNITY_EDITOR
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if( UnityEditor.EditorApplication.isPlaying )
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#endif
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onPathCompleted.Invoke();
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}
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}
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else
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{
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onPathCompletedCalledAt1 = false;
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}
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}
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else
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{
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m_normalizedT -= deltaTime / travelTime;
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if( m_normalizedT < 0f )
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{
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if( travelMode == TravelMode.Once )
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m_normalizedT = 0f;
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else if( travelMode == TravelMode.Loop )
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m_normalizedT += 1f;
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else
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{
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m_normalizedT = -m_normalizedT;
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isGoingForward = true;
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}
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if( !onPathCompletedCalledAt0 )
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{
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onPathCompletedCalledAt0 = true;
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#if UNITY_EDITOR
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if( UnityEditor.EditorApplication.isPlaying )
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#endif
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onPathCompleted.Invoke();
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}
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}
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else
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{
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onPathCompletedCalledAt0 = false;
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}
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}
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}
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}
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}
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