maint: renamed player folder to units to match namespaces. added unit class as well.
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108
Assets/Scripts/Units/SettingValue.cs
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108
Assets/Scripts/Units/SettingValue.cs
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using System;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.Serialization;
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public interface IResettableSettingValue{
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public void Verify();
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public void SmoothAndEase();
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public void Initialize();
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}
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[Serializable]
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public class SettingValue<T> : IResettableSettingValue{
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[HorizontalGroup("Settings", width: .3f), VerticalGroup("Settings/Value"), BoxGroup("Settings/Value/Value"), LabelText("Target")]
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public T targetValue;
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Value"), BoxGroup("Settings/Value/Value"), LabelText("Current")]
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public T currentValue;
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Target"), ShowIf("@IsSmoothable()")]
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public float targetSmoothing; // Smoothing changes how fast the value is changed.
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Easing"), BoxGroup("Settings/Easing/Easing"), LabelText("Target"), ShowIf("@IsSmoothable()")]
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public float targetEasing; // Easing changes how fast smoothing is changed, when given a new value.
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public T Value{
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get => currentValue;
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set => targetValue = value;
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}
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Current"), ShowIf("@IsSmoothable()")]
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public float currentSmoothing;
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Value"), BoxGroup("Settings/Value/Value"), LabelText("Default")]
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public T defaultValue;
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Smoothing"), BoxGroup("Settings/Smoothing/Smoothing"), LabelText("Default"), ShowIf("@IsSmoothable()")]
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public float defaultSmoothing;
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[HorizontalGroup("Settings"), VerticalGroup("Settings/Easing"), BoxGroup("Settings/Easing/Easing"), LabelText("Default"), ShowIf("@IsSmoothable()")]
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public float defaultEasing;
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private float refVelFloat; // For use with SmoothDamp
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private Vector3 refVelV3; // For use with SmoothDamp
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private Vector2 refVelV2; // For use with SmoothDamp
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private bool verified;
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bool IsSmoothable(){
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return (typeof(T) == typeof(float) || typeof(T) == typeof(Vector2) || typeof(T) == typeof(Vector3) || typeof(T) == typeof(Vector4) || typeof(T) == typeof(Quaternion) );
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}
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public SettingValue(T initValue, float defaultEasing = 2f, float defaultSmoothing = 1f){
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targetValue = initValue;
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defaultValue = initValue;
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this.defaultSmoothing = defaultSmoothing;
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this.defaultEasing = defaultEasing;
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targetEasing = defaultEasing;
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targetSmoothing = defaultSmoothing;
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currentSmoothing = targetSmoothing;
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currentValue = targetValue;
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refVelFloat = 0;
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refVelV3 = default;
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refVelV2 = default;
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}
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public void Verify(){
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if (targetValue.Equals(currentValue) == false) {
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Debug.LogWarning($"A SettingValue ({this}) doesn't have its current and target value matching. This should have been set!");
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}
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verified = true;
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}
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public void SmoothAndEase(){
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if (!verified) {
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Debug.LogWarning($"A SettingValue ({this}) wasn't verified before being smoothed and eased. What's up with that?");
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}
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currentSmoothing = Mathf.MoveTowards(currentSmoothing, targetSmoothing, targetEasing * targetEasing * Time.deltaTime);
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if (typeof(T) == typeof(float)) {
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currentValue = (T)(object)Mathf.SmoothDamp((float)(object)currentValue, (float)(object)targetValue, ref refVelFloat, currentSmoothing * Time.deltaTime);
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}
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if (typeof(T) == typeof(Vector2)) {
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currentValue = (T)(object)Vector2.SmoothDamp((Vector2)(object)currentValue, (Vector2)(object)targetValue, ref refVelV2, currentSmoothing * currentSmoothing * Time.deltaTime);
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}
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if (typeof(T) == typeof(Vector3)) {
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currentValue = (T)(object)Vector3.SmoothDamp((Vector3)(object)currentValue, (Vector3)(object)targetValue, ref refVelV3, currentSmoothing * currentSmoothing * Time.deltaTime);
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}
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if (typeof(T) == typeof(Vector4) || typeof(T) == typeof(Quaternion)) {
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// I have... zero clue if this will work. There is no Vector4 or Quaternion SmoothDamp
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Vector3 v3value = Vector3.SmoothDamp((Vector4)(object)currentValue, (Vector4)(object)targetValue, ref refVelV3, currentSmoothing * currentSmoothing * Time.deltaTime);
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float v4value = Mathf.SmoothDamp(((Vector4)(object)currentValue).z, ((Vector4)(object)targetValue).z, ref refVelFloat, currentSmoothing * currentSmoothing * Time.deltaTime);
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currentValue = (T)(object)new Vector4(v3value.x, v3value.y, v3value.z, v4value);
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}
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}
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public void Initialize(){
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currentValue = targetValue;
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defaultValue = targetValue;
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defaultSmoothing = targetSmoothing;
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defaultEasing = targetEasing;
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currentSmoothing = targetSmoothing;
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}
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}
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