HeavenStudio/Assets/Plugins/BezierSolution/Utilities/BezierWalkerWithSpeed.cs

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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;
}
}
}
}
}