mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 21:43:09 +00:00
8d571f6443
* Editor: mostly PoC icon effects * slightly more responsive selection * resizeable window game camera still doesn't letterbox properly, will need a bit more work * letterbox both in editor and in fullscreen * restore camera rects when returning to editor
377 lines
No EOL
13 KiB
C#
377 lines
No EOL
13 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Linq.Expressions;
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using System.Reflection;
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using System;
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namespace AutoLetterbox {
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/* Util.cs
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*
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* Utility Class with multiple use mathmatical functions
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*
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* Written by Tom Elliott and Milo Keeble */
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public static class Util {
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public static string GrootWhatAreYouDoing() {
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return "I am Groot.";
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}
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/// <summary>
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/// Returns a value as a positive number
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/// </summary>
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/// <param name="value"></param>
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/// <returns></returns>
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public static float AsPositive(float value) {
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return Mathf.Abs(value);
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}
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/// <summary>
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/// Returns a value as a negative number
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/// </summary>
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/// <param name="value"></param>
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/// <returns></returns>
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public static float AsNegative(float value) {
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return -Mathf.Abs(value);
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}
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/// <summary>
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/// Bezier Interpolation between multiple points
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/// </summary>
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public static float BezierCurve(float[] p, float t) {
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if (p.Length > 2) {
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float[] newPoints = new float[p.Length - 1];
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for (int i = 0; i < newPoints.Length; i++) {
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newPoints[i] = Lerp(p[i], p[i + 1], t);
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}
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return BezierCurve(newPoints, t);
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} else if (p.Length == 2) {
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return Lerp(p[0], p[1], t);
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} else {
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Debug.Log("WARNING: A class attempted to get a Bezier Curve with less than two points!");
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return 0;
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}
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}
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/// <summary>
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/// Bezier Interpolation between multiple points
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/// </summary>
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public static Vector3 BezierCurve(Vector3[] p, float t) {
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if (p.Length > 2) {
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Vector3[] newPoints = new Vector3[p.Length - 1];
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for (int i = 0; i < newPoints.Length; i++) {
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newPoints[i] = Lerp(p[i], p[i + 1], t);
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}
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return BezierCurve(newPoints, t);
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} else if (p.Length == 2) {
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return Lerp(p[0], p[1], t);
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} else {
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//Debug.Log("WARNING: A class attempted to get a Bezier Curve with less than two points!");
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return Vector3.zero;
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}
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}
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/// <summary>
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/// Takes an existing velocity and a point of collision relative to the center of the object traveling
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/// Returns a new, reflected velocity
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/// (Rough estimate, should be considered inacurrate until a truer calculation is implemented)
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/// </summary>
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/// <param name="originalVelocity"></param>
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/// <param name="normalOfCollision"></param>
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/// <returns></returns>
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public static Vector3 CalculateReflectedVelocity(Vector3 originalVelocity, Vector3 normalOfCollision) {
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Vector3 hitDirection = -normalOfCollision;
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Vector3 newDirection = originalVelocity.normalized;
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newDirection = new Vector3(newDirection.x - hitDirection.x, newDirection.y - hitDirection.y, 0);
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if (newDirection.sqrMagnitude == 0f) {
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newDirection = -originalVelocity.normalized;
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}
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return newDirection;
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}
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/// <summary>
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/// Returns a value no greater than max and no less than min
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/// </summary>
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/// <param name="min"></param>
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/// <param name="max"></param>
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/// <param name="value"></param>
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/// <returns></returns>
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public static float Clamp(float min, float max, float value) {
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value = (value < min) ? min : value;
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value = (value > max) ? max : value;
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return value;
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}
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/// <summary>
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/// Returns a value no greater than max and no less than min
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/// </summary>
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/// <param name="min"></param>
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/// <param name="max"></param>
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/// <param name="value"></param>
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/// <returns></returns>
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public static int Clamp(int min, int max, int value) {
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value = (value < min) ? min : value;
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value = (value > max) ? max : value;
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return value;
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}
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/// <summary>
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/// Converts a unity color to a hex string
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/// </summary>
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/// <param name="color">Color to convert, can be Color as well as Color32</param>
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/// <returns>A hex string of the passed in color</returns>
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public static string ColorToHex(Color32 color) {
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string hex = color.r.ToString("X2") + color.g.ToString("X2") + color.b.ToString("X2");
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return hex;
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}
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/// <summary>
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/// Converts an angle in Degrees to a Vector2
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/// </summary>
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/// <returns>The converted Vector2</returns>
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/// <param name="_angle">Angle in Degrees</param>
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public static Vector2 DegreesToVector(float _angle) {
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return new Vector2((float)Math.Cos(_angle * Mathf.Deg2Rad), (float)Math.Sin(_angle * Mathf.Deg2Rad));
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}
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/// <summary>
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/// Returns the float difference between a and b
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/// </summary>
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/// <param name="a"></param>
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/// <param name="b"></param>
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/// <returns></returns>
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public static float Difference(float a, float b) {
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return (a > b) ? a - b : b - a;
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}
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/// <summary>
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/// Returns the integer difference between a and b
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/// </summary>
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/// <param name="a"></param>
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/// <param name="b"></param>
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/// <returns></returns>
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public static int Difference(int a, int b) {
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return (a > b) ? a - b : b - a;
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}
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/// <summary>
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/// Returns a normalized direction vector pointing at target from origin
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/// </summary>
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public static Vector3 DirectionVector(Vector3 origin, Vector3 target) {
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return (target - origin).normalized;
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}
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/// <summary>
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/// Outputs a custom error message from sender
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/// Use this to keep error messages consistent
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/// </summary>
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public static void Error(object sender, string error) {
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if (sender != null) {
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Debug.Log(sender.GetType().ToString() + ": " + error);
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} else {
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Debug.Log("NULL SENDER: " + error);
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}
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}
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/// <summary>
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/// Returns the code given name of the variable
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="expression"></param>
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/// <returns></returns>
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public static string GetMemberName<T>(Expression<Func<T>> expression) {
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MemberExpression body = (MemberExpression)expression.Body;
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return body.Member.Name;
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}
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/// <summary>
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/// Converts a hex string to a unity color
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/// </summary>
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/// <param name="hex">The hex string to convert</param>
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/// <returns>A Color of the passed in Hex String</returns>
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public static Color HexToColor(string hex) {
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byte r = byte.Parse(hex.Substring(0, 2), System.Globalization.NumberStyles.HexNumber);
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byte g = byte.Parse(hex.Substring(2, 2), System.Globalization.NumberStyles.HexNumber);
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byte b = byte.Parse(hex.Substring(4, 2), System.Globalization.NumberStyles.HexNumber);
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return new Color32(r, g, b, 255);
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}
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/// <summary>
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/// Returns the flag number for an int
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/// </summary>
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/// <param name="_index"></param>
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/// <returns></returns>
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public static int IndexToFlags(int _index) {
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switch (_index) {
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case 0: return 1;
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case 1: return 2;
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case 2: return 4;
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case 3: return 8;
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case 4: return 16;
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case 5: return 32;
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case 6: return 64;
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case 7: return 128;
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case 8: return 256;
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case 9: return 512;
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default: return -1;
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}
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}
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/// <summary>
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/// Returns true if the given integer is odd
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/// Returns false if the given integer is even
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/// </summary>
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/// <param name="value"></param>
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/// <returns></returns>
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public static bool IsOdd(int value) {
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return value % 2 != 0;
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}
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/// <summary>
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/// Linear Interpolation between two points
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/// </summary>
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public static Vector3 Lerp(Vector3 p1, Vector3 p2, float t) {
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return p1 + (p2 - p1) * t;
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}
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/// <summary>
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/// Linear Interpolation between two points
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/// </summary>
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public static float Lerp(float p1, float p2, float t) {
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return p1 + (p2 - p1) * t;
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}
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/// <summary>
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/// Outputs an error message from sender stating that variableName is null
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/// Use this to keep error messages consistent
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/// </summary>
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public static void NullError(object sender, string variableName, string extraNotes = "") {
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if (sender == null) {
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Debug.Log("NULL SENDER: " + variableName + " is null! " + extraNotes);
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} else {
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Debug.Log(sender.GetType().ToString() + ": " + variableName + " is null! " + extraNotes);
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}
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}
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/// <summary>
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/// Returns value as a percentage of max - min clamped between 0 and 1
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/// </summary>
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/// <param name="min"></param>
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/// <param name="max"></param>
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/// <param name="value"></param>
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/// <returns></returns>
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public static float Percent(float min, float max, float value) {
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if (max - min == 0) {
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//Debug.Log("WARNING: A class attempted to find a percentage of 0!");
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return 0f;
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}
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return Clamp(0f, 1f, (value - min) / (max - min));
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}
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/// <summary>
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/// Returns value as an unclamped percentage of max - min
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/// </summary>
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/// <param name="min"></param>
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/// <param name="max"></param>
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/// <param name="value"></param>
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/// <returns></returns>
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public static float PercentUnclampled(float min, float max, float value) {
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if (max - min == 0) {
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Debug.Log("WARNING: A class attempted to find an unclamped percentage of 0!");
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return 0f;
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}
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return (value - min) / (max - min);
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}
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/// <summary>
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/// Takes 2 rectangles and tests if they intersect
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/// </summary>
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/// <param name="extremeMinA"></param>
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/// <param name="extremeMaxA"></param>
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/// <param name="extremeMinB"></param>
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/// <param name="extremeMaxB"></param>
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/// <returns></returns>
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public static bool RectContainsRect(Vector2 extremeMinA, Vector2 extremeMaxA, Vector2 extremeMinB, Vector2 extremeMaxB) {
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if (extremeMinA.y > extremeMaxB.y || extremeMaxA.y < extremeMinB.y ||
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extremeMinA.x > extremeMaxB.x || extremeMaxA.x < extremeMinB.x) {
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return false;
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} else {
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return true;
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}
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}
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/// <summary>
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/// Returns a vector3 reflected on the X axis
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/// </summary>
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/// <param name="_vector"></param>
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/// <returns></returns>
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public static Vector3 ReflectOnXAxis(Vector3 _vector) {
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_vector.x = -_vector.x;
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return _vector;
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}
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/// <summary>
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/// Returns a vector3 reflected on the X and Y axis
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/// </summary>
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/// <param name="_vector"></param>
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/// <returns></returns>
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public static Vector3 ReflectOnXandYAxis(Vector3 _vector) {
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_vector.x = -_vector.x;
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_vector.y = -_vector.y;
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return _vector;
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}
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/// <summary>
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/// Returns a vector3 reflected on the Y axis
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/// </summary>
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/// <param name="_vector"></param>
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/// <returns></returns>
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public static Vector3 ReflectOnYAxis(Vector3 _vector) {
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_vector.y = -_vector.y;
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return _vector;
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}
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/// <summary>
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/// Converts a Vector2 to an angle in Degrees
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/// </summary>
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/// <returns>The angle in degrees.</returns>
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/// <param name="_vector">A vector2 to convert</param>
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public static float VectorToDegrees(Vector2 _vector) {
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float deg = (float)Mathf.Atan2(_vector.y, _vector.x) * Mathf.Rad2Deg;
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return (deg > 0) ? deg : deg + 360f;
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}
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/// <summary>
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/// Returns 'up' as if the X and Y axis where ground plane (Rather than X and Z)
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/// </summary>
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/// <returns></returns>
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public static Vector3 XYplaneUpDirection() {
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return new Vector3(0, 0, -1);
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}
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/// <summary>
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/// Returns true if the given point is on screen via the main Camera
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/// </summary>
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/// <returns></returns>
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public static bool IsPointOnMainCamera(Vector3 _point) {
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if (Camera.main == null) { return false; }
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Vector3 screenPoint = Camera.main.WorldToScreenPoint(_point);
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if (screenPoint.x < 0 || screenPoint.y > Screen.width || screenPoint.y < 0 || screenPoint.y > Screen.height) {
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return false;
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} else {
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return true;
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}
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}
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//HexToColor & ColorToHex Shamelessly taken from wiki.unity3d.com/index.php?title=HexConverter, Written by mvi?
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}
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} |