Files
2026-06-07 22:59:32 +08:00

288 lines
10 KiB
C#

using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Collections.Generic;
namespace Dreamteck.Splines
{
public delegate void SplineReachHandler();
[AddComponentMenu("Dreamteck/Splines/Spline Follower")]
public class SplineFollower : SplineTracer
{
public enum FollowMode { Uniform, Time }
public enum Wrap { Default, Loop, PingPong }
[HideInInspector]
public Wrap wrapMode = Wrap.Default;
[HideInInspector]
public FollowMode followMode = FollowMode.Uniform;
[HideInInspector]
public bool autoStartPosition = false;
[HideInInspector]
public bool follow = true;
/// <summary>
/// Used when follow mode is set to Uniform. Defines the speed of the follower
/// </summary>
public float followSpeed
{
get { return _followSpeed; }
set
{
if (_followSpeed != value)
{
if (value < 0f) value = 0f;
_followSpeed = value;
}
}
}
public double startPosition
{
get { return _startPosition; }
set
{
if(value != _startPosition)
{
_startPosition = DMath.Clamp01(value);
if(!followStarted) SetPercent(_startPosition);
}
}
}
/// <summary>
/// Used when follow mode is set to Time. Defines how much time it takes for the follower to travel through the path
/// </summary>
public float followDuration
{
get { return _followDuration; }
set
{
if (_followDuration != value)
{
if (value < 0f) value = 0f;
_followDuration = value;
}
}
}
public event SplineReachHandler onEndReached;
public event SplineReachHandler onBeginningReached;
[SerializeField]
[HideInInspector]
private float _followSpeed = 1f;
[SerializeField]
[HideInInspector]
private float _followDuration = 1f;
[SerializeField]
[HideInInspector]
[Range(0f, 1f)]
private double _startPosition = 0.0;
private double lastClippedPercent = -1.0;
private bool followStarted = false;
#if UNITY_EDITOR
public bool editorSetPosition = true;
#endif
protected override void Start()
{
base.Start();
if (follow && autoStartPosition) SetPercent(spline.Project(GetTransform().position).percent);
}
protected override void LateRun()
{
base.LateRun();
#if UNITY_EDITOR
if (!Application.isPlaying) return;
#endif
if (follow) Follow();
}
protected override void PostBuild()
{
base.PostBuild();
if (sampleCount == 0) return;
Evaluate(_result.percent, _result);
if (follow && !autoStartPosition) ApplyMotion();
}
void Follow()
{
if (!followStarted)
{
if (autoStartPosition)
{
Project(GetTransform().position, evalResult);
SetPercent(evalResult.percent);
}
else SetPercent(_startPosition);
}
followStarted = true;
switch (followMode)
{
case FollowMode.Uniform: Move(Time.deltaTime * _followSpeed); break;
case FollowMode.Time:
if(_followDuration == 0.0) Move(0.0);
else Move((double)Time.deltaTime / _followDuration);
break;
}
}
public void Restart(double startPosition = 0.0)
{
followStarted = false;
SetPercent(startPosition);
}
public override void SetPercent(double percent, bool checkTriggers = false, bool handleJuncitons = false)
{
base.SetPercent(percent, checkTriggers, handleJuncitons);
lastClippedPercent = percent;
}
public override void SetDistance(float distance, bool checkTriggers = false, bool handleJuncitons = false)
{
base.SetDistance(distance, checkTriggers, handleJuncitons);
lastClippedPercent = ClipPercent(_result.percent);
if (samplesAreLooped && clipFrom == clipTo && distance > 0f && lastClippedPercent == 0.0) lastClippedPercent = 1.0;
}
public void Move(double percent)
{
if(percent == 0.0) return;
if (sampleCount <= 1)
{
if (sampleCount == 1)
{
_result.CopyFrom(GetSampleRaw(0));
ApplyMotion();
}
return;
}
Evaluate(_result.percent, _result);
double startPercent = _result.percent;
if (wrapMode == Wrap.Default && lastClippedPercent >= 1.0 && startPercent == 0.0) startPercent = 1.0;
double p = startPercent + (_direction == Spline.Direction.Forward ? percent : -percent);
bool callOnEndReached = false, callOnBeginningReached = false;
lastClippedPercent = p;
if(_direction == Spline.Direction.Forward && p >= 1.0)
{
if (onEndReached != null && startPercent < 1.0) callOnEndReached = true;
switch (wrapMode)
{
case Wrap.Default:
p = 1.0;
break;
case Wrap.Loop:
CheckTriggers(startPercent, 1.0);
HandleJunctions(startPercent, 1.0);
while (p > 1.0) p -= 1.0;
startPercent = 0.0;
break;
case Wrap.PingPong:
p = DMath.Clamp01(1.0-(p-1.0));
startPercent = 1.0;
_direction = Spline.Direction.Backward;
break;
}
} else if(_direction == Spline.Direction.Backward && p <= 0.0)
{
if (onBeginningReached != null && startPercent > 0.0) callOnBeginningReached = true;
switch (wrapMode)
{
case Wrap.Default:
p = 0.0;
break;
case Wrap.Loop:
CheckTriggers(startPercent, 0.0);
HandleJunctions(startPercent, 0.0);
while (p < 0.0) p += 1.0;
startPercent = 1.0;
break;
case Wrap.PingPong:
p = DMath.Clamp01(-p);
startPercent = 0.0;
_direction = Spline.Direction.Forward;
break;
}
}
CheckTriggers(startPercent, p);
Evaluate(p, _result);
ApplyMotion();
if (callOnEndReached) onEndReached();
else if (callOnBeginningReached) onBeginningReached();
InvokeTriggers();
HandleJunctions(startPercent, p);
}
public void Move(float distance)
{
bool endReached = false, beginningReached = false;
float moved = 0f;
double startPercent = _result.percent;
_result.percent = Travel(_result.percent, distance, _direction, out moved);
if (startPercent != _result.percent)
{
CheckTriggers(startPercent, _result.percent);
HandleJunctions(startPercent, _result.percent);
}
if (moved < distance)
{
if(direction == Spline.Direction.Forward)
{
if(_result.percent >= 1.0)
{
switch (wrapMode)
{
case Wrap.Loop:
_result.percent = Travel(0.0, distance - moved, _direction, out moved);
CheckTriggers(0.0, _result.percent);
HandleJunctions(0.0, _result.percent);
break;
case Wrap.PingPong:
_direction = Spline.Direction.Backward;
_result.percent = Travel(1.0, distance - moved, _direction, out moved);
CheckTriggers(1.0, _result.percent);
HandleJunctions(1.0, _result.percent);
break;
}
if (startPercent < _result.percent) endReached = true;
}
} else
{
if(_result.percent <= 0.0)
{
switch (wrapMode)
{
case Wrap.Loop:
_result.percent = Travel(1.0, distance - moved, _direction, out moved);
CheckTriggers(1.0, _result.percent);
HandleJunctions(1.0, _result.percent);
break;
case Wrap.PingPong:
_direction = Spline.Direction.Forward;
_result.percent = Travel(0.0, distance - moved, _direction, out moved);
CheckTriggers(0.0, _result.percent);
HandleJunctions(0.0, _result.percent);
break;
}
if (startPercent > _result.percent) beginningReached = true;
}
}
}
Evaluate(_result.percent, _result);
ApplyMotion();
if (endReached && onEndReached != null) onEndReached();
else if (beginningReached && onBeginningReached != null) onBeginningReached();
InvokeTriggers();
}
}
}