Files
beyond/Assets/ThirdParty/Lean/Common/Extras/LeanRoll.cs
2024-11-20 15:21:28 +01:00

116 lines
3.3 KiB
C#

using UnityEngine;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Common
{
/// <summary>This component rotates the current GameObject based on the current Angle value.
/// NOTE: This component overrides and takes over the rotation of this GameObject, so you can no longer externally influence it.</summary>
[ExecuteInEditMode]
[HelpURL(LeanHelper.HelpUrlPrefix + "LeanRoll")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Roll")]
public class LeanRoll : MonoBehaviour
{
/// <summary>The current angle in degrees.</summary>
public float Angle;
/// <summary>Should the <b>Angle</b> value be clamped?</summary>
public bool Clamp;
/// <summary>The minimum <b>Angle</b> value.</summary>
public float ClampMin;
/// <summary>The maximum <b>Angle</b> value.</summary>
public float ClampMax;
/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
/// -1 = Instantly change.
/// 1 = Slowly change.
/// 10 = Quickly change.</summary>
[FSA("Dampening")] public float Damping = - 1.0f;
[SerializeField]
private float currentAngle;
/// <summary>The <b>Angle</b> value will be incremented by the specified angle in degrees.</summary>
public void IncrementAngle(float delta)
{
Angle += delta;
}
/// <summary>The <b>Angle</b> value will be decremented by the specified angle in degrees.</summary>
public void DecrementAngle(float delta)
{
Angle -= delta;
}
/// <summary>This method will update the Angle value based on the specified vector.</summary>
public void RotateToDelta(Vector2 delta)
{
if (delta.sqrMagnitude > 0.0f)
{
Angle = Mathf.Atan2(delta.x, delta.y) * Mathf.Rad2Deg;
}
}
/// <summary>This method will immediately snap the current angle to its target value.</summary>
[ContextMenu("Snap To Target")]
public void SnapToTarget()
{
currentAngle = Angle;
}
protected virtual void Start()
{
currentAngle = Angle;
}
protected virtual void Update()
{
// Get t value
var factor = LeanHelper.GetDampenFactor(Damping, Time.deltaTime);
if (Clamp == true)
{
Angle = Mathf.Clamp(Angle, ClampMin, ClampMax);
}
// Lerp angle
currentAngle = Mathf.LerpAngle(currentAngle, Angle, factor);
// Update rotation
transform.rotation = Quaternion.Euler(0.0f, 0.0f, -currentAngle);
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Inspector
{
using UnityEditor;
[CanEditMultipleObjects]
[CustomEditor(typeof(LeanRoll))]
public class LeanRoll_Inspector : LeanInspector<LeanRoll>
{
private bool showUnusedEvents;
protected override void DrawInspector()
{
Draw("Angle", "The current angle in degrees.");
Draw("Clamp", "Should the Angle value be clamped?");
if (Any(t => t.Clamp == true))
{
EditorGUI.indentLevel++;
Draw("ClampMin", "The minimum Angle value.", "Min");
Draw("ClampMax", "The maximum Angle value.", "Max");
EditorGUI.indentLevel--;
EditorGUILayout.Separator();
}
Draw("Damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
}
}
}
#endif