Files
zeling_v2/Assets/Feel/MMFeedbacks/MMFeedbacks/Feedbacks/MMF_Light.cs
T
2026-05-08 11:04:00 +08:00

401 lines
16 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you control the color and intensity of a Light when played
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback lets you control the color and intensity of a Light in your scene for a certain duration (or instantly).")]
[MovedFrom(false, null, "MoreMountains.Feedbacks")]
[FeedbackPath("Lights/Light")]
public class MMF_Light : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.LightColor; } }
public override bool EvaluateRequiresSetup() { return (BoundLight == null); }
public override string RequiredTargetText { get { return BoundLight != null ? BoundLight.name : ""; } }
public override string RequiresSetupText { get { return "This feedback requires that a BoundLight be set to be able to work properly. You can set one below."; } }
#endif
/// the duration of this feedback is the duration of the light, or 0 if instant
public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { Duration = value; } }
public override bool HasChannel => true;
public override bool HasRandomness => true;
public override bool HasAutomatedTargetAcquisition => true;
protected override void AutomateTargetAcquisition() => BoundLight = FindAutomatedTarget<Light>();
/// the possible modes for this feedback
public enum Modes { OverTime, Instant, ShakerEvent, ToDestination }
[MMFInspectorGroup("Light", true, 37, true)]
/// the light to affect when playing the feedback
[Tooltip("the light to affect when playing the feedback")]
public Light BoundLight;
/// whether the feedback should affect the light instantly or over a period of time
[Tooltip("whether the feedback should affect the light instantly or over a period of time")]
public Modes Mode = Modes.OverTime;
/// how long the light should change over time
[Tooltip("how long the light should change over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.ToDestination)]
public float Duration = 0.2f;
/// whether or not that light should be turned off on start
[Tooltip("whether or not that light should be turned off on start")]
public bool StartsOff = true;
/// if this is true, the light will be disabled when this feedbacks is stopped
[Tooltip("if this is true, the light will be disabled when this feedbacks is stopped")]
public bool DisableOnStop = false;
/// whether or not the values should be relative or not
[Tooltip("whether or not the values should be relative or not")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.Instant)]
public bool RelativeValues = true;
/// whether or not to reset shaker values after shake
[Tooltip("whether or not to reset shaker values after shake")]
[MMFEnumCondition("Mode", (int)Modes.ShakerEvent)]
public bool ResetShakerValuesAfterShake = true;
/// whether or not to reset the target's values after shake
[Tooltip("whether or not to reset the target's values after shake")]
[MMFEnumCondition("Mode", (int)Modes.ShakerEvent)]
public bool ResetTargetValuesAfterShake = true;
/// whether or not to broadcast a range to only affect certain shakers
[Tooltip("whether or not to broadcast a range to only affect certain shakers")]
[MMFEnumCondition("Mode", (int)Modes.ShakerEvent)]
public bool OnlyBroadcastInRange = false;
/// the range of the event, in units
[Tooltip("the range of the event, in units")]
[MMFEnumCondition("Mode", (int)Modes.ShakerEvent)]
public float EventRange = 100f;
/// the transform to use to broadcast the event as origin point
[Tooltip("the transform to use to broadcast the event as origin point")]
[MMFEnumCondition("Mode", (int)Modes.ShakerEvent)]
public Transform EventOriginTransform;
/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
public bool AllowAdditivePlays = false;
[MMFInspectorGroup("Color", true, 38, true)]
/// whether or not to modify the color of the light
[Tooltip("whether or not to modify the color of the light")]
public bool ModifyColor = true;
/// the colors to apply to the light over time
[Tooltip("the colors to apply to the light over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
public Gradient ColorOverTime;
/// the color to move to in instant mode
[Tooltip("the color to move to in instant mode")]
[MMFEnumCondition("Mode", (int)Modes.Instant, (int)Modes.ShakerEvent)]
public Color InstantColor = Color.red;
/// the color to move to in destination mode
[Tooltip("the color to move to in destination mode")]
[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
public Color ToDestinationColor = Color.red;
[MMFInspectorGroup("Intensity", true, 39, true)]
/// whether or not to modify the intensity of the light
[Tooltip("whether or not to modify the intensity of the light")]
public bool ModifyIntensity = true;
/// the curve to tween the intensity on
[Tooltip("the curve to tween the intensity on")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.ToDestination)]
public AnimationCurve IntensityCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
/// the value to remap the intensity curve's 0 to
[Tooltip("the value to remap the intensity curve's 0 to")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
public float RemapIntensityZero = 0f;
/// the value to remap the intensity curve's 1 to
[Tooltip("the value to remap the intensity curve's 1 to")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
public float RemapIntensityOne = 1f;
/// the value to move the intensity to in instant mode
[Tooltip("the value to move the intensity to in instant mode")]
[MMFEnumCondition("Mode", (int)Modes.Instant)]
public float InstantIntensity = 1f;
/// the value to move the intensity to in ToDestination mode
[Tooltip("the value to move the intensity to in ToDestination mode")]
[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
public float ToDestinationIntensity = 1f;
[MMFInspectorGroup("Range", true, 40, true)]
/// whether or not to modify the range of the light
[Tooltip("whether or not to modify the range of the light")]
public bool ModifyRange = true;
/// the range to apply to the light over time
[Tooltip("the range to apply to the light over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.ToDestination)]
public AnimationCurve RangeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
/// the value to remap the range curve's 0 to
[Tooltip("the value to remap the range curve's 0 to")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
public float RemapRangeZero = 0f;
/// the value to remap the range curve's 0 to
[Tooltip("the value to remap the range curve's 0 to")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
public float RemapRangeOne = 10f;
/// the value to move the intensity to in instant mode
[Tooltip("the value to move the intensity to in instant mode")]
[MMFEnumCondition("Mode", (int)Modes.Instant)]
public float InstantRange = 10f;
/// the value to move the intensity to in ToDestination mode
[Tooltip("the value to move the intensity to in ToDestination mode")]
[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
public float ToDestinationRange = 10f;
[MMFInspectorGroup("Shadow Strength", true, 41, true)]
/// whether or not to modify the shadow strength of the light
[Tooltip("whether or not to modify the shadow strength of the light")]
public bool ModifyShadowStrength = true;
/// the range to apply to the light over time
[Tooltip("the range to apply to the light over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent, (int)Modes.ToDestination)]
public AnimationCurve ShadowStrengthCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
/// the value to remap the shadow strength's curve's 0 to
[Tooltip("the value to remap the shadow strength's curve's 0 to")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
public float RemapShadowStrengthZero = 0f;
/// the value to remap the shadow strength's curve's 1 to
[Tooltip("the value to remap the shadow strength's curve's 1 to")]
[MMFEnumCondition("Mode", (int)Modes.OverTime, (int)Modes.ShakerEvent)]
public float RemapShadowStrengthOne = 1f;
/// the value to move the shadow strength to in instant mode
[Tooltip("the value to move the shadow strength to in instant mode")]
[MMFEnumCondition("Mode", (int)Modes.Instant)]
public float InstantShadowStrength = 1f;
/// the value to move the shadow strength to in ToDestination mode
[Tooltip("the value to move the shadow strength to in ToDestination mode")]
[MMFEnumCondition("Mode", (int)Modes.ToDestination)]
public float ToDestinationShadowStrength = 1f;
protected float _initialRange;
protected float _initialShadowStrength;
protected float _initialIntensity;
protected Coroutine _coroutine;
protected Color _initialColor;
protected Color _targetColor;
/// <summary>
/// On init we turn the light off if needed
/// </summary>
/// <param name="owner"></param>
protected override void CustomInitialization(MMF_Player owner)
{
base.CustomInitialization(owner);
if (BoundLight == null)
{
return;
}
_initialRange = BoundLight.range;
_initialShadowStrength = BoundLight.shadowStrength;
_initialIntensity = BoundLight.intensity;
_initialColor = BoundLight.color;
if (EventOriginTransform == null)
{
EventOriginTransform = owner.transform;
}
if (Active)
{
if (StartsOff)
{
Turn(false);
}
}
}
/// <summary>
/// On Play we turn our light on and start an over time coroutine if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
if (Mode == Modes.ToDestination)
{
_initialRange = BoundLight.range;
_initialShadowStrength = BoundLight.shadowStrength;
_initialIntensity = BoundLight.intensity;
_initialColor = BoundLight.color;
}
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
Turn(true);
switch (Mode)
{
case Modes.Instant:
BoundLight.intensity = InstantIntensity * intensityMultiplier;
BoundLight.shadowStrength = InstantShadowStrength;
BoundLight.range = InstantRange;
if (ModifyColor)
{
BoundLight.color = InstantColor;
}
break;
case Modes.OverTime:
case Modes.ToDestination:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
if (_coroutine != null) { Owner.StopCoroutine(_coroutine); }
_coroutine = Owner.StartCoroutine(LightSequence(intensityMultiplier));
break;
case Modes.ShakerEvent:
MMLightShakeEvent.Trigger(FeedbackDuration, RelativeValues, ModifyColor, ColorOverTime, IntensityCurve,
RemapIntensityZero, RemapIntensityOne, RangeCurve, RemapRangeZero * intensityMultiplier, RemapRangeOne * intensityMultiplier,
ShadowStrengthCurve, RemapShadowStrengthZero, RemapShadowStrengthOne, feedbacksIntensity,
ChannelData, ResetShakerValuesAfterShake, ResetTargetValuesAfterShake,
OnlyBroadcastInRange, EventRange, EventOriginTransform.position);
break;
}
}
/// <summary>
/// This coroutine will modify the intensity and color of the light over time
/// </summary>
/// <returns></returns>
protected virtual IEnumerator LightSequence(float intensityMultiplier)
{
IsPlaying = true;
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
{
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
SetLightValues(remappedTime, intensityMultiplier);
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
yield return null;
}
SetLightValues(FinalNormalizedTime, intensityMultiplier);
if (DisableOnStop)
{
Turn(false);
}
IsPlaying = false;
_coroutine = null;
yield return null;
}
/// <summary>
/// Sets the various values on the light on a specified time (between 0 and 1)
/// </summary>
/// <param name="time"></param>
protected virtual void SetLightValues(float time, float intensityMultiplier)
{
float intensity = 0f;
float range = 0f;
float shadowStrength = 0f;
switch (Mode)
{
case Modes.OverTime:
intensity = MMFeedbacksHelpers.Remap(IntensityCurve.Evaluate(time), 0f, 1f, RemapIntensityZero, RemapIntensityOne);
range = MMFeedbacksHelpers.Remap(RangeCurve.Evaluate(time), 0f, 1f, RemapRangeZero, RemapRangeOne);
shadowStrength = MMFeedbacksHelpers.Remap(ShadowStrengthCurve.Evaluate(time), 0f, 1f, RemapShadowStrengthZero, RemapShadowStrengthOne);
_targetColor = ColorOverTime.Evaluate(time);
break;
case Modes.ToDestination:
intensity = Mathf.Lerp(_initialIntensity, ToDestinationIntensity, IntensityCurve.Evaluate(time));
range = Mathf.Lerp(_initialRange, ToDestinationRange, RangeCurve.Evaluate(time));
shadowStrength = Mathf.Lerp(_initialShadowStrength, ToDestinationShadowStrength, ShadowStrengthCurve.Evaluate(time));
_targetColor = Color.Lerp(_initialColor, ToDestinationColor, time);
break;
}
if (RelativeValues && (Mode != Modes.ToDestination))
{
intensity += _initialIntensity;
shadowStrength += _initialShadowStrength;
range += _initialRange;
}
if (ModifyIntensity)
{
BoundLight.intensity = intensity * intensityMultiplier;
}
if (ModifyRange)
{
BoundLight.range = range;
}
if (ModifyShadowStrength)
{
BoundLight.shadowStrength = Mathf.Clamp01(shadowStrength);
}
if (ModifyColor)
{
BoundLight.color = _targetColor;
}
}
/// <summary>
/// Turns the light off on stop
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!FeedbackTypeAuthorized)
{
return;
}
base.CustomStopFeedback(position, feedbacksIntensity);
IsPlaying = false;
if (Active && (_coroutine != null))
{
Owner.StopCoroutine(_coroutine);
_coroutine = null;
}
if (Active && DisableOnStop)
{
Turn(false);
}
}
/// <summary>
/// Turns the light on or off
/// </summary>
/// <param name="status"></param>
protected virtual void Turn(bool status)
{
BoundLight.enabled = status;
}
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
BoundLight.range = _initialRange;
BoundLight.shadowStrength = _initialShadowStrength;
BoundLight.intensity = _initialIntensity;
BoundLight.color = _initialColor;
if (StartsOff)
{
Turn(false);
}
}
}
}