mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 11:05:16 +00:00
126 lines
No EOL
3.3 KiB
C#
126 lines
No EOL
3.3 KiB
C#
using UnityEngine;
|
|
using UnityEngine.Events;
|
|
|
|
namespace BezierSolution
|
|
{
|
|
[AddComponentMenu( "Bezier Solution/Bezier Walker With Speed" )]
|
|
[HelpURL( "https://github.com/yasirkula/UnityBezierSolution" )]
|
|
public class BezierWalkerWithSpeed : BezierWalker
|
|
{
|
|
public BezierSpline spline;
|
|
public TravelMode travelMode;
|
|
|
|
public float speed = 5f;
|
|
[SerializeField]
|
|
[Range( 0f, 1f )]
|
|
private float m_normalizedT = 0f;
|
|
|
|
public override BezierSpline Spline { get { return spline; } }
|
|
|
|
public override float NormalizedT
|
|
{
|
|
get { return m_normalizedT; }
|
|
set { m_normalizedT = value; }
|
|
}
|
|
|
|
//public float movementLerpModifier = 10f;
|
|
public float rotationLerpModifier = 10f;
|
|
|
|
public LookAtMode lookAt = LookAtMode.Forward;
|
|
|
|
private bool isGoingForward = true;
|
|
public override bool MovingForward { get { return ( speed > 0f ) == isGoingForward; } }
|
|
|
|
public UnityEvent onPathCompleted = new UnityEvent();
|
|
private bool onPathCompletedCalledAt1 = false;
|
|
private bool onPathCompletedCalledAt0 = false;
|
|
|
|
private void Update()
|
|
{
|
|
Execute( Time.deltaTime );
|
|
}
|
|
|
|
public override void Execute( float deltaTime )
|
|
{
|
|
float targetSpeed = ( isGoingForward ) ? speed : -speed;
|
|
|
|
Vector3 targetPos = spline.MoveAlongSpline( ref m_normalizedT, targetSpeed * deltaTime );
|
|
|
|
transform.position = targetPos;
|
|
//transform.position = Vector3.Lerp( transform.position, targetPos, movementLerpModifier * deltaTime );
|
|
|
|
bool movingForward = MovingForward;
|
|
|
|
if( lookAt == LookAtMode.Forward )
|
|
{
|
|
BezierSpline.Segment segment = spline.GetSegmentAt( m_normalizedT );
|
|
Quaternion targetRotation;
|
|
if( movingForward )
|
|
targetRotation = Quaternion.LookRotation( segment.GetTangent(), segment.GetNormal() );
|
|
else
|
|
targetRotation = Quaternion.LookRotation( -segment.GetTangent(), segment.GetNormal() );
|
|
|
|
transform.rotation = Quaternion.Lerp( transform.rotation, targetRotation, rotationLerpModifier * deltaTime );
|
|
}
|
|
else if( lookAt == LookAtMode.SplineExtraData )
|
|
transform.rotation = Quaternion.Lerp( transform.rotation, spline.GetExtraData( m_normalizedT, extraDataLerpAsQuaternionFunction ), rotationLerpModifier * deltaTime );
|
|
|
|
if( movingForward )
|
|
{
|
|
if( m_normalizedT >= 1f )
|
|
{
|
|
if( travelMode == TravelMode.Once )
|
|
m_normalizedT = 1f;
|
|
else if( travelMode == TravelMode.Loop )
|
|
m_normalizedT -= 1f;
|
|
else
|
|
{
|
|
m_normalizedT = 2f - m_normalizedT;
|
|
isGoingForward = !isGoingForward;
|
|
}
|
|
|
|
if( !onPathCompletedCalledAt1 )
|
|
{
|
|
onPathCompletedCalledAt1 = true;
|
|
#if UNITY_EDITOR
|
|
if( UnityEditor.EditorApplication.isPlaying )
|
|
#endif
|
|
onPathCompleted.Invoke();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
onPathCompletedCalledAt1 = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( m_normalizedT <= 0f )
|
|
{
|
|
if( travelMode == TravelMode.Once )
|
|
m_normalizedT = 0f;
|
|
else if( travelMode == TravelMode.Loop )
|
|
m_normalizedT += 1f;
|
|
else
|
|
{
|
|
m_normalizedT = -m_normalizedT;
|
|
isGoingForward = !isGoingForward;
|
|
}
|
|
|
|
if( !onPathCompletedCalledAt0 )
|
|
{
|
|
onPathCompletedCalledAt0 = true;
|
|
#if UNITY_EDITOR
|
|
if( UnityEditor.EditorApplication.isPlaying )
|
|
#endif
|
|
onPathCompleted.Invoke();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
onPathCompletedCalledAt0 = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |