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June 1, 2018 21:00
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Meant to be used with Easing functions. See http://easings.net/ for examples. Graphs should vary from x=0 to x=1.
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class MoveTransform : IActivated { | |
public Transform objectMoved; | |
public ColliderEnterExitMovements enter, leave; | |
[System.Serializable] | |
public class TimedEvent { | |
/// <summary> | |
/// Percentage of time this event will be launched at | |
/// </summary> | |
[Range(0,1)] | |
public float time = 0f; | |
public string name = ""; | |
public bool localEvent = true; | |
} | |
[System.Serializable] | |
public class ColliderEnterExitMovements { | |
public Transform position; | |
public float timeTaken = 1; | |
public List<TimedEvent> events = new List<TimedEvent>(); | |
public AnimationCurve xOffset = AnimationCurve.Linear( 0, 0, 1, 1 ); | |
public AnimationCurve yOffset = AnimationCurve.Linear( 0, 0, 1, 1 ); | |
public AnimationCurve zOffset = AnimationCurve.Linear( 0, 0, 1, 1 ); | |
} | |
public override void Activate( GameObject activator ) { | |
StopAllCoroutines(); | |
StartCoroutine( MoveTo( enter ) ); | |
} | |
public override void DeActivate( GameObject deactivator ) { | |
StopAllCoroutines(); | |
StartCoroutine( MoveTo( leave ) ); | |
} | |
private IEnumerator MoveTo(ColliderEnterExitMovements mov) { | |
//Sort events by time | |
Queue<TimedEvent> unExpiredEvents = new Queue<TimedEvent>( mov.events.OrderBy( s => s.time ) ); | |
if (mov.position!=null) { | |
Vector3 startPos = objectMoved.position; | |
float start = Time.timeSinceLevelLoad; | |
float end = start + mov.timeTaken; | |
float timePercentage; | |
Vector3 newPos; | |
for ( float currTime = Time.timeSinceLevelLoad; currTime < end; currTime = Time.timeSinceLevelLoad ) { | |
timePercentage = 1 - ( end - currTime ) / ( end - start ); | |
//There's mid-animation events to process | |
ProcessEvents( unExpiredEvents, timePercentage ); | |
newPos.x = startPos.x + ( mov.position.position.x - startPos.x ) * mov.xOffset.Evaluate( timePercentage ); | |
newPos.y = startPos.y + ( mov.position.position.y - startPos.y ) * mov.yOffset.Evaluate( timePercentage ); | |
newPos.z = startPos.z + ( mov.position.position.z - startPos.z ) * mov.zOffset.Evaluate( timePercentage ); | |
objectMoved.position = newPos; | |
yield return null; | |
} | |
} | |
//We're done by default, launch all the remaining events | |
ProcessEvents( unExpiredEvents, 1f ); | |
} | |
private void ProcessEvents(Queue<TimedEvent> unExpiredEvents,float currentTime) { | |
while ( unExpiredEvents.Count > 0 && unExpiredEvents.Peek().time<=currentTime) { | |
TimedEvent ev = unExpiredEvents.Dequeue(); | |
if ( ev.localEvent ) | |
SendMessage( ev.name ); | |
else | |
NotificationCentre.PostNotification( this, ev.name ); | |
} | |
} | |
} |
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Added support for events