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@jpsarda
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Trail FX for Futile 2D engine (Unity3D). Works on any custom node as long as you provide a CreateClone method. See description and usage in code. https://vine.co/v/MzpwETVAKIT
using UnityEngine;
using System;
using System.Collections.Generic;
/*
*
* Trail FX for Futile 2D engine (Unity3D). Works on any custom node as long as you provide a CreateClone method.
* FSpriteTrail provided as an example.
* https://vine.co/v/MzpwETVAKIT
*
* Usage
*
*
FSprite sprite=new FSprite("heros/magicianjp0");
AddChild(sprite);
GoTweenConfig config=new GoTweenConfig();
config.oscillateFloatProp("x",100f,2f,true,1);
config.oscillateFloatProp("y",100f,1.7f,true,1);
Go.to (sprite,1000000,config);
sprite.scale=2f;
FSpriteTrail<SpriteCursor2D> trail=new FSpriteTrail<SpriteCursor2D>(sprite,new List<int>() {5,10,15,20, 25, 30,35,40,45,50},true);
trail.FadeIn(0.5f);
*/
public class TrailPath2D<T> where T : BaseCursor2D, new ()
{
protected T headCursor;
protected bool initialized=false;
protected List<T> _cursors;
protected int _maxCursors;
public int maxCursors { get { return _maxCursors; } }
protected int _headIdx;
protected T _defaultCursor;
public TrailPath2D(int maxCursors,T defaultCursor)
{
_maxCursors=maxCursors;
_cursors=new List<T>(_maxCursors);
_headIdx=-1;
_defaultCursor=defaultCursor;
}
public void Push(T cursor) {
headCursor=cursor;
_headIdx++; if (_headIdx>=_maxCursors) _headIdx=0;
if (_headIdx>=_cursors.Count) {
_cursors.Add(new T()); //add (only at the begining until the List is full)
}
_cursors[_headIdx].SetValuesFromCursor(cursor); //replace (most of the time)
}
//headOffset >=0 and <_maxCursors
public T Get(int headOffset) {
return Get (headOffset,_defaultCursor);
}
public T Get(int headOffset,T defaultCursor) {
int offsetIdx=_headIdx-headOffset;
if (offsetIdx<0) {
if (_cursors.Count<_maxCursors) {
return defaultCursor;
}
offsetIdx+=_maxCursors;
}
return _cursors[offsetIdx];
}
//Debug
public void LogCursors() {
String log="|";
for (int i=0;i<_maxCursors;i++) {
log+="ofst "+i+":"+Get(i).position+"|";
}
Debug.Log(log);
}
}
public class BaseCursor2D
{
public Vector2 position;
public BaseCursor2D()
{
}
virtual public void SetValuesFromCursor(BaseCursor2D cursor) {
position=cursor.position;
}
virtual public void SetValuesFromNode(FNode node) {
position=node.LocalToGlobal(Vector2.zero);
}
virtual public void SetOnNode(FNode node) {
node.SetPosition(node.container.GlobalToLocal(position));
}
}
public class AdvancedCursor2D : BaseCursor2D
{
public float rotation;
public float scaleX;
public float scaleY;
public float alpha;
public AdvancedCursor2D() : base()
{
}
override public void SetValuesFromCursor(BaseCursor2D cursor) {
base.SetValuesFromCursor(cursor);
AdvancedCursor2D extendedCursor=cursor as AdvancedCursor2D;
if (extendedCursor!=null) {
rotation=extendedCursor.rotation;
scaleX=extendedCursor.scaleX;
scaleY=extendedCursor.scaleY;
alpha=extendedCursor.alpha;
}
}
override public void SetValuesFromNode(FNode node) {
base.SetValuesFromNode(node);
rotation=node.rotation;
scaleX=node.scaleX;
scaleY=node.scaleY;
alpha=node.alpha;
}
override public void SetOnNode(FNode node) {
base.SetOnNode(node);
node.rotation=rotation;
node.scaleX=scaleX;
node.scaleY=scaleY;
node.alpha=alpha;
}
}
public class SpriteCursor2D : AdvancedCursor2D
{
public Color color;
public SpriteCursor2D() : base()
{
}
override public void SetValuesFromCursor(BaseCursor2D cursor) {
base.SetValuesFromCursor(cursor);
SpriteCursor2D extendedCursor=cursor as SpriteCursor2D;
if (extendedCursor!=null) {
color=extendedCursor.color;
}
}
override public void SetValuesFromNode(FNode node) {
base.SetValuesFromNode(node);
FSprite sprite=node as FSprite;
if (sprite!=null) {
color=sprite.color;
}
}
override public void SetOnNode(FNode node) {
base.SetOnNode(node);
FSprite sprite=node as FSprite;
if (sprite!=null) {
sprite.color=color;
}
}
}
abstract public class FNodeTrail<T> : FContainer where T : BaseCursor2D, new () {
protected TrailPath2D<T> _trailPath;
protected FNode _head;
protected List<int> _offsets;
protected T _workingCursor;
protected bool _front; // clones in over the head node?
public FNodeTrail(FNode head,List<int> offsets,bool front) {
_workingCursor=new T();
_head=head;
_offsets=offsets;
_front=front;
}
public void FadeIn(float duration) {
if (_container==null) {
if (_head.container!=null) {
_trailPath= new TrailPath2D<T>(_offsets.GetLastObject()+1,null);
_workingCursor.SetValuesFromNode(_head);
T defaultCursor=new T();
defaultCursor.SetValuesFromCursor(_workingCursor);
_trailPath= new TrailPath2D<T>(_offsets.GetLastObject()+1,defaultCursor);
_trailPath.Push(_workingCursor);
_head.container.AddChild(this);
if (!_front) _head.MoveToFront();
for (int i=0;i<_offsets.Count;i++) {
FNode node=CreateClone();
AddChild(node);
}
this.alpha=0;
FxUtils.FadeIn(this,duration);
Futile.instance.SignalUpdate+=HandleUpdate;
}
}
}
protected void HandleUpdate() {
_workingCursor.SetValuesFromNode(_head);
_trailPath.Push(_workingCursor);
int i=_offsets.Count;
while (i-->0) {
UpdateNode(i);
}
//_trailPath.LogCursors();
}
protected void UpdateNode(int i) {
int offset=_offsets[i];
T nodeCursor=_trailPath.Get(offset); //not null has we have a defaultCursor
FNode node=GetChildAt(_front?i:(_offsets.Count-i-1));
nodeCursor.SetOnNode(node);
NodeFx(node,i,offset);
}
//Custom FX
//As a default FX, we set an alpha gradient on the trail
virtual protected void NodeFx(FNode node,int i,int offset) {
node.alpha*=1f-(float)offset/(float)_trailPath.maxCursors;
/* Debug only
if (i==0) (node as FSprite).color=Color.red;
if (i==1) (node as FSprite).color=Color.green;
if (i==2) (node as FSprite).color=Color.blue;
*/
}
public override void HandleRemovedFromStage ()
{
base.HandleRemovedFromStage ();
Futile.instance.SignalUpdate-=HandleUpdate;
}
public void FadeOut(float duration) {
FxUtils.FadeOut(this,duration,true);
}
abstract protected FNode CreateClone();
}
//Example of extending the class for sprites
//You can easily make your custom Trail class for your custom node class as long as you provide the CreateClone method
public class FSpriteTrail<T> : FNodeTrail<T> where T : BaseCursor2D, new () {
public FSpriteTrail(FSprite head,List<int> offsets,bool front) : base(head,offsets,front) {
}
override protected void NodeFx(FNode node,int i,int offset) {
base.NodeFx(node,i,offset);
}
override protected FNode CreateClone() {
FSprite sprite=new FSprite((_head as FSprite).element.name);
return sprite;
}
}
@jpsarda
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jpsarda commented Mar 23, 2014

I was not notified of this comment, or I missed it, sorry. I just updated my Futile fork and FxUtils has been updated. https://github.com/jpsarda/Futile/blob/master/FutileProject/Assets/Futile/JP/FxUtils.cs

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