FiE-Game/Assets/Scripts/Fie/Utility/Wiggler.cs

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using UnityEngine;
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namespace Fie.Utility {
public class Wiggler {
public enum WiggleTemplate {
WIGGLE_TYPE_MINIMUM,
WIGGLE_TYPE_SMALL,
WIGGLE_TYPE_MIDDLE,
WIGGLE_TYPE_BIG
}
private const float MIN_RANDOM_SHAKE_ANGLE_RANGE = 120f;
private const float MAX_RANDOM_SHAKE_ANGLE_RANGE = 240f;
private float nowAngle;
private float nowTime;
private float totalTime;
private float wiggleSegmentTime;
private int totalWiggleCount = 1;
private int nowWiggleCount;
private Vector3 wiggleScale = Vector3.zero;
private Vector3 wiggleNormal = Vector3.zero;
private Vector3 nowWigglePoint = Vector3.zero;
private Vector3 nextWigglePoint = Vector3.zero;
public bool isEnd => nowWiggleCount >= totalWiggleCount;
public Wiggler(Vector3 normal, float initTotalTime, int initWiggleCount, Vector3 initWiggleScale) {
totalTime = Mathf.Max(initTotalTime, 0f);
totalWiggleCount = Mathf.Max(initWiggleCount, 1);
wiggleScale = initWiggleScale;
wiggleNormal = normal.normalized;
InitializeGeneralParams();
}
public Wiggler(Vector3 normal, WiggleTemplate template) {
float num = 0f;
int num2 = 1;
Vector3 zero = Vector3.zero;
switch (template) {
default:
num = 0.15f;
num2 = 4;
zero = new Vector3(0.015f, 0.015f);
break;
case WiggleTemplate.WIGGLE_TYPE_SMALL:
num = 0.2f;
num2 = 5;
zero = new Vector3(0.03f, 0.03f);
break;
case WiggleTemplate.WIGGLE_TYPE_MIDDLE:
num = 0.3f;
num2 = 7;
zero = new Vector3(0.1f, 0.1f);
break;
case WiggleTemplate.WIGGLE_TYPE_BIG:
num = 0.5f;
num2 = 10;
zero = new Vector3(0.1f, 0.1f);
break;
}
totalTime = Mathf.Max(num, 0f);
totalWiggleCount = Mathf.Max(num2, 1);
wiggleScale = zero;
wiggleNormal = normal.normalized;
InitializeGeneralParams();
}
public Vector3 UpdateWiggler(float updateTime) {
if (nowTime >= totalTime) {
return Vector3.zero;
}
Vector3 result = (!(wiggleSegmentTime > 0f)) ? Vector3.zero : Vector3.Lerp(nowWigglePoint, nextWigglePoint, Mathf.Min(nowTime / wiggleSegmentTime, 1f));
nowTime += updateTime;
if (nowTime > wiggleSegmentTime && nowWiggleCount < totalWiggleCount) {
nowWiggleCount++;
SetNextWigglePoint(nowWiggleCount);
nowTime = 0f;
}
return result;
}
private void InitializeGeneralParams() {
nowTime = 0f;
wiggleSegmentTime = totalTime / (float)totalWiggleCount;
nowWiggleCount = 0;
SetNextWigglePoint(nowWiggleCount);
}
private void SetNextWigglePoint(int count) {
nowWigglePoint = new Vector3(nextWigglePoint.x, nextWigglePoint.y);
float num = ((float)totalWiggleCount - (float)count) / (float)totalWiggleCount;
float angle = nowAngle + Random.Range(120f, 240f);
Quaternion rotation = Quaternion.AngleAxis(angle, wiggleNormal);
Vector3 vector = rotation * Vector3.up;
vector.Normalize();
nextWigglePoint = new Vector3(wiggleScale.x * vector.x * num, wiggleScale.y * vector.y * num);
nowAngle = angle;
}
}
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}