HeavenStudio/Assets/Scripts/Transform/SuperCurveObject.cs

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C#
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio
{
public class SuperCurveObject : MonoBehaviour
{
[SerializeField] protected Vector3 offset;
protected Vector3 lastRealPos;
protected PathPos currentPathPos;
[Serializable]
public struct PathPos
{
[SerializeField] public string tag;
[SerializeField] public Vector3 pos;
[SerializeField] public Transform target;
[SerializeField] public float height;
[SerializeField] public float duration;
[SerializeField] public bool useLastRealPos;
[SerializeField] public PathValue[] values;
}
[Serializable]
public struct Path
{
[SerializeField] public string name;
[SerializeField] public bool preview;
[SerializeField] public GameObject anchor;
[SerializeField] public PathPos[] positions;
}
[Serializable]
public struct PathValue
{
[SerializeField] public string key;
[SerializeField] public float value;
}
public static PathPos GetPathPosByTag(Path path, string tag)
{
foreach (PathPos pos in path.positions)
{
if (pos.tag == tag)
return pos;
}
return default(PathPos);
}
public static PathPos GetPathPosByTime(Path path, double currentTime, out double posTime, out PathPos nextPos, out PathPos prevPos, out bool pastCurve)
{
pastCurve = false;
PathPos currentPos = path.positions[0];
prevPos = path.positions[0];
nextPos = path.positions[1];
float currentPosTime = 0f;
for (int i = 0; i < path.positions.Length - 1; i++)
{
prevPos = currentPos;
currentPos = path.positions[i];
nextPos = path.positions[i + 1];
if (currentTime >= currentPosTime && currentTime < currentPosTime + currentPos.duration)
{
posTime = currentPosTime;
return currentPos;
}
if (i + 1 < path.positions.Length - 1)
currentPosTime += currentPos.duration;
else
{
pastCurve = true;
posTime = currentPosTime;
return currentPos;
}
}
nextPos = default(PathPos);
prevPos = default(PathPos);
posTime = 0f;
return default(PathPos);
}
public static PathPos GetPathPosByTime(Path path, double currentTime)
{
return GetPathPosByTime(path, currentTime, out _, out _, out _, out _);
}
public static float GetPointTimeByTag(Path path, string tag)
{
float currentTime = 0f;
foreach (PathPos pos in path.positions)
{
if (pos.tag == tag)
return currentTime;
currentTime += pos.duration;
}
return 0f;
}
protected virtual void UpdateLastRealPos()
{
lastRealPos = transform.position;
}
protected virtual float GetPathValue(string key)
{
if (currentPathPos.values == null)
return 0f;
foreach (PathValue value in currentPathPos.values)
{
if (value.key == key)
{
return value.value;
}
}
return 0f;
}
protected virtual Vector3 GetPathPositionFromBeat(Path path, double currentTime, out double heightOffset, double startTime = 0f)
{
heightOffset = 0f;
Vector3 anchorPos = Vector3.zero;
if (path.anchor != null)
anchorPos = path.anchor.transform.position;
if (path.positions.Length < 2)
return transform.position;
PathPos nextPos = path.positions[0];
double currentPosTime = 0;
PathPos currentPos = GetPathPosByTime(path, currentTime - startTime, out currentPosTime, out nextPos, out _, out _);
currentPathPos = currentPos;
if (currentPos.pos == null || nextPos.pos == null)
return transform.position;
Vector3 startPos = currentPos.pos;
if (currentPos.useLastRealPos)
startPos = lastRealPos;
else if (currentPos.target != null)
startPos = currentPos.target.position;
Vector3 endPos = nextPos.pos;
if (nextPos.target != null)
endPos = nextPos.target.position;
double time = (currentTime - startTime - currentPosTime) / currentPos.duration;
Vector3 pos = Vector3.LerpUnclamped(startPos, endPos, (float) time);
double yMul = time * 2f - 1f;
double yWeight = -(yMul * yMul) + 1f;
heightOffset = yWeight * currentPos.height;
pos.y += (float) heightOffset;
return pos + offset + anchorPos;
}
protected virtual Vector3 GetPathPositionFromBeat(Path path, double currentTime, double startTime = 0f)
{
return GetPathPositionFromBeat(path, currentTime, out _, startTime);
}
// Editor gizmo to draw trajectories
const float TRAJECTORY_STEP = 0.1f;
public virtual void DrawEditorGizmo(Path path)
{
if (path.positions.Length > 1)
{
Vector3 anchorPos = Vector3.zero;
if (path.anchor != null)
anchorPos = path.anchor.transform.position;
for (int i = 0; i < path.positions.Length - 1; i++)
{
PathPos pos = path.positions[i];
PathPos nextPos = path.positions[i + 1];
if (pos.pos == null || nextPos.pos == null)
return;
Vector3 startPos = pos.pos;
if (pos.target != null)
startPos = pos.target.position;
Vector3 endPos = nextPos.pos;
if (nextPos.target != null)
endPos = nextPos.target.position;
// draw a curve between the two points using the path height
List<Vector3> points = new List<Vector3>();
for (float t = 0; t < 1; t += TRAJECTORY_STEP)
{
float yMul = t * 2f - 1f;
float yWeight = -(yMul * yMul) + 1f;
Vector3 p = Vector3.LerpUnclamped(startPos, endPos, t);
p.y += yWeight * pos.height;
points.Add(p + anchorPos);
}
points.Add(endPos + anchorPos);
for (int j = 0; j < points.Count - 1; j++)
{
Gizmos.color = Color.blue;
Gizmos.DrawLine(points[j], points[j + 1]);
}
Gizmos.DrawSphere(startPos, 0.1f);
Gizmos.DrawSphere(endPos, 0.1f);
}
}
}
}
}