Unity Project

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2026-02-18 09:38:08 +01:00
parent 555115d086
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using UnityEngine;
using UnityEngine.InputSystem;
public class CameraThirdPerson : MonoBehaviour
{
[System.Serializable]
private class Settings
{
[Header("Sensivity")]
[Tooltip("Camera follow smoothness (0 = instant, 1 = smooth)")]
[Range(0, 1)]
public float FollowSmoothness = .1f;
[Tooltip("Camera rotation sensitivity")]
public float LookSensitivity = 20f;
[Header("Position")]
[Tooltip("Camera distance from player")]
public float Distance = 5;
[Tooltip("Vertical offset from player")]
public float VerticalOffset = 2;
[Header("Pitch")]
[Tooltip("Default pitch angle")]
public float DefaultPitch = 20;
[Tooltip("Min pitch angle")]
public float MinPitch = -30;
[Tooltip("Max pitch angle")]
public float MaxPitch = 60;
}
[System.Serializable]
public class References
{
public InputActionAsset InputActions;
}
[SerializeField]
private Settings _settings;
[SerializeField]
private References _references;
private float _yaw;
private float _pitch;
private Vector3 _playerPosition;
private InputAction _lookAction;
void OnDrawGizmos()
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireCube(GetPlayerPosition(), Vector3.one * .2f);
}
void OnValidate()
{
_settings.DefaultPitch = Mathf.Clamp(_settings.DefaultPitch, _settings.MinPitch, _settings.MaxPitch);
_pitch = _settings.DefaultPitch;
_playerPosition = GetPlayerPosition();
SetPosition();
}
void OnEnable()
{
_lookAction = _references.InputActions.FindActionMap("Player").FindAction("Look");
_lookAction?.Enable();
}
void OnDisable()
{
_lookAction?.Disable();
}
void Update()
{
float deltaTime = Time.deltaTime;
_playerPosition = Vector3.Lerp(_playerPosition, GetPlayerPosition(), (1.1f - _settings.FollowSmoothness) * 20 * deltaTime);
SetCursor();
SetYawAndPitch(deltaTime);
SetPosition();
}
private void SetCursor()
{
bool lockCursor = Player.Owner && !Player.Owner.State.IsPaused;
Cursor.lockState = lockCursor ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !lockCursor;
}
private void SetYawAndPitch(float deltaTime)
{
if (!Player.Owner || Player.Owner.State.IsPaused)
return;
Vector2 lookInput = _lookAction?.ReadValue<Vector2>() ?? Vector2.zero;
_pitch -= lookInput.y * _settings.LookSensitivity * deltaTime;
_pitch = Mathf.Clamp(_pitch, _settings.MinPitch, _settings.MaxPitch);
_yaw += lookInput.x * _settings.LookSensitivity * deltaTime;
}
private void SetPosition()
{
// Relative postion between player and camera
Vector3 cameraPosition = Vector3.forward * -_settings.Distance;
// Rotate relative position with pitch and yaw
cameraPosition = Quaternion.Euler(_pitch, _yaw, 0) * cameraPosition;
// Convert relative player position to world position
cameraPosition += _playerPosition;
transform.position = cameraPosition;
transform.rotation = Quaternion.LookRotation(_playerPosition - cameraPosition, Vector3.up);
}
private Vector3 GetPlayerPosition()
{
Vector3 offset = Vector3.up * _settings.VerticalOffset;
if (!Player.Owner)
return Vector3.zero + offset;
return Player.Owner.transform.position + offset;
}
}

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guid: 87dade2e08a48f94b80dc2d619d20434

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using UnityEngine;
public class LerpDemo : MonoBehaviour
{
public Transform Target;
void Start()
{
}
// Update is called once per frame
void Update()
{
//transform.position = Target.position;
transform.position = Vector3.Lerp(transform.position, Target.position, Time.deltaTime);
}
}

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fileFormatVersion: 2
guid: 8c9ccc30f4ecd5e49aea46626f014c45

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using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
//using Unity.Netcode;
//using Unity.Netcode.Components;
/// <summary>
/// Player controller.
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class Player : MonoBehaviour //NetworkBehaviour
{
public static Player Owner { get; private set; }
public enum PlayerType
{
Local,
//Network
}
public enum PlayerState
{
Idle,
Moving,
Jumping,
Falling,
Stunned,
Eliminated,
Loser,
Winner,
}
[System.Serializable]
public class Settings
{
public PlayerType Type;
[Header("Movements")]
[Tooltip("Movement speed in km/h")]
public float Speed = 18f;
[Tooltip("Jump force in m/s")]
public float JumpForce = 8f;
[Tooltip("Player rotation speed towards movement direction")]
public float RotationSpeed = 10f;
[Tooltip("Ground detection tolerance")]
public float GroundTolerance = 0.2f;
[Tooltip("Layers considered as ground")]
public LayerMask GroundLayer = 1;
[Header("Debug")]
[Tooltip("GUI logs of current state")]
public bool StateLogs;
}
[System.Serializable]
public class References
{
public CharacterController Controller;
public InputActionAsset InputActions;
//public NetworkTransform NetworkTransform;
}
[System.Serializable]
public class StateContainer
{
[Tooltip("Current player state")]
public PlayerState CurrentState = PlayerState.Idle;
[Tooltip("Is player paused?")]
public bool IsPaused = false;
[Tooltip("Is player grounded?")]
public bool IsGrounded;
[Tooltip("Is gravity suspended?")]
public bool IsGravitySuspended;
[Tooltip("Vertical velocity in m/s")]
public float VerticalVelocity;
[Tooltip("Horizontal velocity in m/s")]
public Vector2 HorizontalVelocity;
[Tooltip("Additionnal velocity in m/s")]
public Vector3 ExtraVelocity;
[Tooltip("Ground velocity in m/s to avoid parenting")]
public Vector3 GroundVelocity;
[Tooltip("Ground transform evaluated as parent")]
public Transform GroundTransform;
}
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
public StateContainer State => _state;
#region Private Fields
private bool _jumpInput;
private Vector2 _moveInput;
private InputAction _moveAction;
private InputAction _jumpAction;
private float _groundCheckRadius;
private Vector3 _groundCheckOffset;
private Vector3 _groundContactPosition;
private Quaternion _groundContactRotation;
private Collider[] _groundCheckResults = new Collider[1];
IEnumerator _addExtraForceCoroutine;
#endregion
#region Constants
private const float GRAVITY = -20;
private const float KMH_TO_MS = 1 / 3.6f;
private const float GROUND_STICK_FORCE = -2;
#endregion
#region Network
const bool IsOwner = true; // Remove when enable Network
/*
// Network variables to synchronize state
private NetworkVariable<PlayerState> _networkCurrentState = new NetworkVariable<PlayerState>(
PlayerState.Idle,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Owner
);
private NetworkVariable<Vector2> _networkHorizontalVelocity = new NetworkVariable<Vector2>(
Vector2.zero,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Owner
);
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
_references.NetworkTransform.Interpolate = !IsOwner;
if (IsOwner)
{
Init();
}
else
{
// Subscribe to NetworkVariable changes for non-owners
_networkCurrentState.OnValueChanged += OnNetworkStateChanged;
_networkHorizontalVelocity.OnValueChanged += OnNetworkHorizontalVelocityChanged;
}
}
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
// Unsubscribe from NetworkVariable changes
if (!IsOwner)
{
_networkCurrentState.OnValueChanged -= OnNetworkStateChanged;
_networkHorizontalVelocity.OnValueChanged -= OnNetworkHorizontalVelocityChanged;
}
}
// Callback when player state changes (for non-owners)
private void OnNetworkStateChanged(PlayerState previousState, PlayerState newState)
{
_state.CurrentState = newState;
}
// Callback when horizontal velocity changes (for non-owners)
private void OnNetworkHorizontalVelocityChanged(Vector2 previousVelocity, Vector2 newVelocity)
{
_state.HorizontalVelocity = newVelocity;
}*/
#endregion
#region Unity Debug
void OnGUI()
{
if (_settings.StateLogs)
{
GUIStyle style = new GUIStyle();
style.fontSize = 15;
style.normal.textColor = Color.white;
style.alignment = TextAnchor.UpperLeft;
string debug = $"Horizontal Velocity: {_state.HorizontalVelocity.magnitude / KMH_TO_MS:F2} km/h\n";
debug += $"X: {_state.HorizontalVelocity.x:F2} Z: {_state.HorizontalVelocity.y:F2}\n";
debug += $"Vertical Velocity: {_state.VerticalVelocity / KMH_TO_MS:F2} km/h\n";
debug += $"Grounded: {_state.IsGrounded}\n";
debug += $"State: {_state.CurrentState}\n";
//debug += $"IsOwner: {IsOwner}\n";
//debug += $"IsServer: {IsServer}\n";
//debug += $"IsClient: {IsClient}";
GUI.Label(new Rect(10, 10, 400, 200), debug, style);
}
}
void OnDrawGizmos()
{
if (_settings.Type == PlayerType.Local || IsOwner)
{
// Draw ground check sphere
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = _state.IsGrounded ? Color.green : new Color(1, .5f, 0);
Gizmos.DrawWireSphere(_groundCheckOffset, _groundCheckRadius);
}
}
#endregion
#region Unity Lifecycle
void OnEnable()
{
if (_settings.Type == PlayerType.Local)
Init();
}
void OnDisable()
{
_moveAction?.Disable();
_jumpAction?.Disable();
}
void Update()
{
if (_settings.Type == PlayerType.Local || IsOwner)
{
float deltaTime = Time.deltaTime;
GetInputs();
CheckGround(deltaTime);
SetVelocity(deltaTime);
SetMovement(deltaTime);
UpdateState();
}
}
void LateUpdate()
{
// Owner sends state to network
if (IsOwner)
{
//_networkCurrentState.Value = _state.CurrentState;
//_networkHorizontalVelocity.Value = _state.HorizontalVelocity;
}
}
#endregion
#region Public Methods
/// <summary>
/// Add an additionnal force to the player.
/// </summary>
/// <param name="force">Force direction in m/s</param>
/// <param name="suspendGravity">Suspend gravity for the duration of the force</param>
/// <param name="duration">Duration while fore is applied (if 0: infinite duration)</param>
/// <param name="curve">A remplir par claude</param>
public void AddExtraForce(Vector3 force, bool suspendGravity, float duration = -1, AnimationCurve curve = null)
{
if (_state.CurrentState == PlayerState.Eliminated)
return;
if (_addExtraForceCoroutine != null)
return;
if (duration <= 0)
_state.ExtraVelocity = force;
else
StartCoroutine(_addExtraForceCoroutine = AddExtraForceCoroutine(force, suspendGravity, duration, curve));
}
private IEnumerator AddExtraForceCoroutine(Vector3 force, bool suspendGravity, float duration, AnimationCurve curve)
{
if (suspendGravity)
_state.IsGravitySuspended = true;
for (float t = 0f; t < duration; t += Time.deltaTime)
{
float normaliwedTime = t / duration;
float easeTime = curve != null ? curve.Evaluate(normaliwedTime) : normaliwedTime;
_state.ExtraVelocity = force * easeTime;
yield return new WaitForEndOfFrame();
}
if (suspendGravity)
_state.IsGravitySuspended = false;
_state.ExtraVelocity = Vector3.zero;
_addExtraForceCoroutine = null;
}
public void ResetExtraForce()
{
_state.ExtraVelocity = Vector3.zero;
}
/// <summary>
/// Stuns the player for a specified duration (0 = infinite).
/// </summary>
public void Stun(float duration = 0)
{
if (_state.CurrentState == PlayerState.Eliminated)
return;
_state.CurrentState = PlayerState.Stunned;
_state.HorizontalVelocity = Vector2.zero;
_state.VerticalVelocity = 0f;
if (duration > 0)
Invoke(nameof(RecoverFromStun), duration);
}
/// <summary>
/// Recover the player from stun.
/// </summary>
public void RecoverFromStun()
{
if (_state.CurrentState == PlayerState.Stunned)
_state.CurrentState = PlayerState.Idle;
}
/// <summary>
/// Eliminates the player from the game.
/// </summary>
public void Eliminate()
{
_state.CurrentState = PlayerState.Eliminated;
_state.HorizontalVelocity = Vector2.zero;
_state.VerticalVelocity = 0f;
_references.Controller.enabled = false;
}
/// <summary>
/// Sets the pause state of the player.
/// </summary>
public void Pause(bool paused)
{
_state.IsPaused = paused;
}
#endregion
#region Player Logic
private void Init()
{
if (_settings.Type == PlayerType.Local || IsOwner)
{
if (Owner == null)
{
Owner = this;
}
else
{
Debug.LogWarning($"Multiple Player instances detected. Destroy: {gameObject.name}");
Destroy(gameObject);
}
_moveAction = _references.InputActions.FindActionMap("Player").FindAction("Move");
_jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump");
_moveAction?.Enable();
_jumpAction?.Enable();
}
_groundCheckOffset = _references.Controller.center + Vector3.up * (_references.Controller.height * -.5f + _references.Controller.radius - _references.Controller.skinWidth - _settings.GroundTolerance);
_groundCheckRadius = _references.Controller.radius;
}
private void GetInputs()
{
if (Keyboard.current?.escapeKey.wasPressedThisFrame ?? false)
Pause(!_state.IsPaused);
_moveInput = _moveAction != null ? _moveAction.ReadValue<Vector2>() : Vector2.zero;
bool jumpInput = _jumpAction != null && _jumpAction.WasPressedThisFrame();
if (jumpInput)
{
bool canJump = _state.IsGrounded &&
_state.CurrentState != PlayerState.Stunned &&
_state.CurrentState != PlayerState.Eliminated &&
_state.CurrentState != PlayerState.Jumping &&
_state.CurrentState != PlayerState.Falling;
_jumpInput = canJump;
}
else
{
_jumpInput = false;
}
}
private void CheckGround(float deltaTime)
{
int hitCount = Physics.OverlapSphereNonAlloc(
transform.position + transform.rotation * _groundCheckOffset,
_groundCheckRadius,
_groundCheckResults,
_settings.GroundLayer
);
bool wasGrounded = _state.IsGrounded;
_state.IsGrounded = hitCount > 0;
if (_state.IsGrounded)
{
Transform newPlatform = _groundCheckResults[0].transform;
// If platform changed, initialize last frame values
if (newPlatform != _state.GroundTransform)
{
_state.GroundTransform = newPlatform;
_state.GroundVelocity = Vector3.zero;
_groundContactPosition = _state.GroundTransform.position;
_groundContactRotation = _state.GroundTransform.rotation;
}
}
else
{
// If player just left the platform
if (wasGrounded && _state.GroundTransform != null)
{
Vector3 platformVelocity = (_state.GroundTransform.position - _groundContactPosition) / deltaTime;
// Add platform velovity to player ground velocity
_state.GroundVelocity = platformVelocity;
}
_state.GroundTransform = null;
}
}
private void SetVelocity(float deltaTime)
{
// Determine movement attenuation based on current state
float moveAtten;
switch (_state.CurrentState)
{
case PlayerState.Idle:
case PlayerState.Moving:
moveAtten = 1;
break;
case PlayerState.Jumping:
moveAtten = .8f;
break;
case PlayerState.Falling:
moveAtten = .6f;
break;
default:
moveAtten = 0;
break;
}
// Update horizontal velocity
Vector2 horizontalVelocity = _state.HorizontalVelocity;
if (moveAtten > 0 && Camera.main)
{
Vector2 move = Vector2.zero;
// Don't apply move to velocity if paused
if (!_state.IsPaused)
{
Vector3 forward = Camera.main.transform.forward;
Vector3 right = Camera.main.transform.right;
forward.y = right.y = 0;
forward.Normalize();
right.Normalize();
Vector3 direction3D = (forward * _moveInput.y + right * _moveInput.x);
move = new Vector2(direction3D.x, direction3D.z).normalized;
move *= _settings.Speed * KMH_TO_MS;
}
horizontalVelocity = Vector2.Lerp(horizontalVelocity, move, moveAtten * deltaTime * 5);
}
else
{
horizontalVelocity = Vector2.zero;
}
_state.HorizontalVelocity = horizontalVelocity.magnitude > .01f ? horizontalVelocity : Vector2.zero;
// Update vertical velocity
float verticalVelocity = _state.VerticalVelocity;
if (_state.IsGrounded && _jumpInput && !_state.IsPaused)
{
_state.IsGrounded = _jumpInput = false;
verticalVelocity = _settings.JumpForce;
}
else if (_state.IsGrounded && verticalVelocity <= 0)
{
verticalVelocity = _state.IsGravitySuspended ? 0 : GROUND_STICK_FORCE;
}
else if (!_state.IsGravitySuspended)
{
verticalVelocity = Mathf.Max(verticalVelocity + GRAVITY * deltaTime, GRAVITY);
}
_state.VerticalVelocity = verticalVelocity;
}
private void SetMovement(float deltaTime)
{
// Apply platform movement and rotation
if (_state.GroundTransform)
{
// Calculate platform delta position
Vector3 platformPositionDelta = _state.GroundTransform.position - _groundContactPosition;
// Calculate platform delta rotation
Quaternion platformRotationDelta = _state.GroundTransform.rotation * Quaternion.Inverse(_groundContactRotation);
// Apply rotation around platform center
Vector3 localPosition = transform.position - _state.GroundTransform.position;
Vector3 rotatedPosition = platformRotationDelta * localPosition;
platformPositionDelta += rotatedPosition - localPosition;
// Move player with platform
_references.Controller.Move(platformPositionDelta);
// Rotate player with platform
transform.Rotate(Vector3.up, platformRotationDelta.eulerAngles.y, Space.World);
// Update last frame values
_groundContactPosition = _state.GroundTransform.position;
_groundContactRotation = _state.GroundTransform.rotation;
}
// Apply player movement
Vector3 lookDir = new Vector3(_state.HorizontalVelocity.x, 0, _state.HorizontalVelocity.y);
Vector3 velocity = lookDir;
velocity.y = _state.VerticalVelocity;
velocity += _state.GroundVelocity;
velocity += _state.ExtraVelocity;
velocity *= deltaTime;
_references.Controller.Move(velocity);
// Apply player rotation
if (lookDir.sqrMagnitude > .01f)
{
Quaternion targetRotation = Quaternion.LookRotation(lookDir, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, _settings.RotationSpeed * deltaTime);
}
}
private void UpdateState()
{
PlayerState previousState = _state.CurrentState;
if (_state.CurrentState == PlayerState.Stunned ||
_state.CurrentState == PlayerState.Eliminated)
{
return;
}
if (!_state.IsGrounded)
{
_state.CurrentState = _state.VerticalVelocity > 0
? PlayerState.Jumping
: PlayerState.Falling;
}
else
{
if (_state.VerticalVelocity <= 0)
_state.CurrentState = _state.HorizontalVelocity.sqrMagnitude > 0.1f
? PlayerState.Moving
: PlayerState.Idle;
}
if (_state.CurrentState != previousState)
Debug.Log($"{previousState} → {_state.CurrentState}");
}
#endregion
}

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using System.Linq;
using UnityEngine;
public class PlayerVisual : MonoBehaviour
{
[System.Serializable]
private class References
{
public Player Player;
public Animator Anim;
}
[System.Serializable]
private class PlayerAnimationStateMapper
{
public Player.PlayerState PlayerState;
public string AnimatorState;
public string BlockingState;
public string Trigger;
}
[SerializeField]
private References _references;
[SerializeField]
private PlayerAnimationStateMapper[] _playerAnimationStateMapper;
void Start()
{
}
void Update()
{
UpdateAnimation();
}
private void UpdateAnimation()
{
if (_references.Anim.IsInTransition(0))
return;
AnimatorStateInfo currentState = _references.Anim.GetCurrentAnimatorStateInfo(0);
AnimatorStateInfo nextState = _references.Anim.GetNextAnimatorStateInfo(0);
PlayerAnimationStateMapper currentStateMapper = _playerAnimationStateMapper.FirstOrDefault(m => m.PlayerState == _references.Player.State.CurrentState);
if (currentStateMapper != null &&
!currentState.IsName(currentStateMapper.AnimatorState) &&
!nextState.IsName(currentStateMapper.AnimatorState) &&
!currentState.IsName(currentStateMapper.BlockingState))
{
_references.Anim.SetTrigger(currentStateMapper.Trigger);
}
switch (_references.Player.State.CurrentState)
{
case Player.PlayerState.Idle:
case Player.PlayerState.Moving:
_references.Anim.SetFloat("move", _references.Player.State.HorizontalVelocity.magnitude);
break;
}
}
}

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using UnityEngine;
/// <summary>
/// Procedural platform animation supporting translation, rotation, and scaling.
/// Supports multiple animation types (Constant, PingPong, Loop, Single) with easing.
/// </summary>
public class ProceduralAnimator : MonoBehaviour
{
public enum AnimationSpace
{
Local,
World
}
public enum AnimationType
{
Constant, // Continuous movement without return
PingPong, // Back and forth (A → B → A)
Loop, // Loop with teleport (A → B, teleport to A)
Single // Play once then stop
}
public enum AnimationBalance
{
Centered,
Forward,
Backward
}
[System.Serializable]
public class Settings
{
[Tooltip("Animation space")]
public AnimationSpace Space = AnimationSpace.Local;
[Tooltip("Type of animation loop")]
public AnimationType Type = AnimationType.PingPong;
[Tooltip("TCenter of animation")]
public AnimationBalance Balance = AnimationBalance.Centered;
[Tooltip("Custom animation curve")]
public AnimationCurve Curve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[Tooltip("Animation speed multiplier")]
public float Duration = 4;
[Tooltip("Time offset to desynchronize multiple animations")]
public float TimeOffset = 0;
[Tooltip("Translation amount in local space (meters)")]
public Vector3 Translation = Vector3.zero;
[Tooltip("Rotation amount in degrees")]
public Vector3 Rotation = Vector3.zero;
[Tooltip("Scale amount relative to initial scale")]
public Vector3 Scale = Vector3.zero;
}
[System.Serializable]
public class State
{
[Tooltip("Current animation time")]
public float CurrentTime;
[Tooltip("Is animation finished? (Single only)")]
public bool IsFinished;
[HideInInspector] public Vector3 InitialPosition;
[HideInInspector] public Quaternion InitialRotation;
[HideInInspector] public Vector3 InitialScale;
}
[SerializeField] private Settings _settings;
[SerializeField] private State _state;
void OnDrawGizmosSelected()
{
}
void Start()
{
_state.InitialPosition = transform.localPosition;
_state.InitialRotation = transform.localRotation;
_state.InitialScale = transform.localScale;
_state.CurrentTime = _settings.TimeOffset;
_state.IsFinished = false;
}
void LateUpdate()
{
if (_state.IsFinished)
return;
_state.CurrentTime = Time.timeSinceLevelLoad + _settings.TimeOffset * _settings.Duration;
float normalizedTime = GetNormalizedTime(_state.CurrentTime);
float easedTime = ApplyEasing(normalizedTime);
float balanceTime = ApplyBalance(easedTime);
ApplyTranslation(balanceTime);
ApplyRotation(balanceTime);
ApplyScale(balanceTime);
}
/// <summary>
/// Resets animation to initial state.
/// </summary>
public void ResetAnimation()
{
_state.CurrentTime = _settings.TimeOffset;
_state.IsFinished = false;
transform.localPosition = _state.InitialPosition;
transform.localRotation = _state.InitialRotation;
transform.localScale = _state.InitialScale;
}
/// <summary>
/// Pauses or resumes animation.
/// </summary>
public void SetPaused(bool paused)
{
enabled = !paused;
}
/// <summary>
/// Gets normalized time [0,1] based on animation type.
/// </summary>
private float GetNormalizedTime(float time)
{
if (_settings.Duration == 0)
return 0;
switch (_settings.Type)
{
case AnimationType.Constant:
return time / _settings.Duration;
case AnimationType.PingPong:
return Mathf.PingPong(time / _settings.Duration, 1);
case AnimationType.Loop:
return Mathf.Repeat(time / _settings.Duration, 1f);
case AnimationType.Single:
if (time >= _settings.Duration)
{
_state.IsFinished = true;
return 1;
}
return time / _settings.Duration;
default:
return 0f;
}
}
private float ApplyBalance(float time)
{
switch (_settings.Balance)
{
case AnimationBalance.Centered:
return time - .5f;
case AnimationBalance.Backward:
return -time;
default:
return time;
}
}
/// <summary>
/// Applies easing function to normalized time.
/// </summary>
private float ApplyEasing(float time)
{
switch (_settings.Type)
{
default:
return _settings.Curve.Evaluate(time); ;
case AnimationType.Constant:
return time;
}
}
/// <summary>
/// Applies translation based on eased time.
/// </summary>
private void ApplyTranslation(float time)
{
if (_settings.Translation == Vector3.zero)
return;
Vector3 offset = _settings.Translation * time;
if (_settings.Space == AnimationSpace.Local)
offset = _state.InitialRotation * offset;
transform.localPosition = _state.InitialPosition + offset;
}
/// <summary>
/// Applies rotation based on eased time.
/// </summary>
private void ApplyRotation(float time)
{
if (_settings.Rotation == Vector3.zero)
return;
Vector3 rotation = _settings.Rotation * time;
Quaternion rotationOffset = Quaternion.Euler(rotation);
if (_settings.Space == AnimationSpace.Local)
rotationOffset = _state.InitialRotation * rotationOffset;
else
rotationOffset = rotationOffset * _state.InitialRotation;
transform.localRotation = rotationOffset;
}
/// <summary>
/// Applies scale based on eased time.
/// </summary>
private void ApplyScale(float t)
{
if (_settings.Scale == Vector3.zero)
return;
Vector3 scale = Vector3.one + _settings.Scale * t;
transform.localScale = Vector3.Scale(_state.InitialScale, scale);
}
}

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