forked from BilalY/Rasagar
113 lines
5.4 KiB
C#
113 lines
5.4 KiB
C#
using UnityEngine;
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namespace Cinemachine
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{
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/// <summary>
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/// An event-driven class that broadcasts an impulse signal to listeners.
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///
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/// This is the base class for custom impulse sources. It contains an impulse
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/// definition, where the characteristics of the impulse signal are defined.
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///
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/// API methods are provided for actually broadcasting the impulse. Call these
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/// methods from your custom code, or hook them up to game events in the Editor.
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///
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[SaveDuringPlay]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineImpulseSourceOverview.html")]
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public class CinemachineImpulseSource : MonoBehaviour
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{
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/// <summary>
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/// This defines the complete impulse signal that will be broadcast.
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/// </summary>
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public CinemachineImpulseDefinition m_ImpulseDefinition = new CinemachineImpulseDefinition();
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/// <summary>
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/// The default direction and force of the Impulse Signal in the absense of any
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/// specified overrides. Overrides can be specified by calling the appropriate
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/// GenerateImpulse method in the API.
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/// </summary>
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[Header("Default Invocation")]
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[Tooltip("The default direction and force of the Impulse Signal in the absense "
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+ "of any specified overrides. Overrides can be specified by calling the appropriate "
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+ "GenerateImpulse method in the API.")]
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public Vector3 m_DefaultVelocity = Vector3.down;
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void OnValidate()
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{
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m_ImpulseDefinition.OnValidate();
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}
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void Reset()
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{
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m_ImpulseDefinition = new CinemachineImpulseDefinition
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{
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m_ImpulseChannel = 1,
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m_ImpulseShape = CinemachineImpulseDefinition.ImpulseShapes.Bump,
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m_CustomImpulseShape = new AnimationCurve(),
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m_ImpulseDuration = 0.2f,
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m_ImpulseType = CinemachineImpulseDefinition.ImpulseTypes.Uniform,
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m_DissipationDistance = 100,
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m_DissipationRate = 0.25f,
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m_PropagationSpeed = 343
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};
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m_DefaultVelocity = Vector3.down;
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}
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/// <summary>Broadcast the Impulse Signal onto the appropriate channels,
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/// using a custom position and impact velocity</summary>
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/// <param name="position">The world-space position from which the impulse will emanate</param>
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/// <param name="velocity">The impact magnitude and direction</param>
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public void GenerateImpulseAtPositionWithVelocity(Vector3 position, Vector3 velocity)
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{
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if (m_ImpulseDefinition != null)
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m_ImpulseDefinition.CreateEvent(position, velocity);
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}
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/// <summary>Broadcast the Impulse Signal onto the appropriate channels, using
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/// a custom impact velocity, and this transfom's position.</summary>
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/// <param name="velocity">The impact magnitude and direction</param>
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public void GenerateImpulseWithVelocity(Vector3 velocity)
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{
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GenerateImpulseAtPositionWithVelocity(transform.position, velocity);
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}
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/// <summary>Broadcast the Impulse Signal onto the appropriate channels, using
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/// a custom impact force, with the standard direction, and this transfom's position.</summary>
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/// <param name="force">The impact magnitude. 1 is normal</param>
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public void GenerateImpulseWithForce(float force)
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{
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GenerateImpulseAtPositionWithVelocity(
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transform.position, m_DefaultVelocity * force);
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}
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/// <summary>Broadcast the Impulse Signal onto the appropriate channels,
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/// with default velocity = (0, -1, 0), and a default position which is
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/// this transform's location.</summary>
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public void GenerateImpulse()
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{
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GenerateImpulseWithVelocity(m_DefaultVelocity);
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}
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/// <summary>Legacy API: Please use GenerateImpulseAtPositionWithVelocity() instead.
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/// Broadcast the Impulse Signal onto the appropriate channels,
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/// using a custom position and impact velocity</summary>
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/// <param name="position">The world-space position from which the impulse will emanate</param>
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/// <param name="velocity">The impact magnitude and direction</param>
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public void GenerateImpulseAt(Vector3 position, Vector3 velocity)
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=> GenerateImpulseAtPositionWithVelocity(position, velocity);
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/// <summary>Legacy API: Please use GenerateImpulseWithVelocity() instead.
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/// Broadcast the Impulse Signal onto the appropriate channels, using
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/// a custom impact velocity, and this transfom's position.</summary>
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/// <param name="velocity">The impact magnitude and direction</param>
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public void GenerateImpulse(Vector3 velocity) => GenerateImpulseWithVelocity(velocity);
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/// <summary>Legacy API: Please use GenerateImpulseWithForce() instead.
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/// Broadcast the Impulse Signal onto the appropriate channels, using
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/// a custom impact force, with the standard direction, and this transfom's position.</summary>
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/// <param name="force">The impact magnitude. 1 is normal</param>
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public void GenerateImpulse(float force) => GenerateImpulseWithForce(force);
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}
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}
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