TEST: trap and shakecam
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using UnityEngine;
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using System.Collections.Generic;
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using System;
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using FirstGearGames.Utilities.Maths;
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namespace FirstGearGames.SmoothCameraShaker
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{
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public class CameraShaker : MonoBehaviour
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{
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#region Types.
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public enum ShakeTechniques
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{
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Matrix = 0,
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LocalSpace = 1
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}
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#endregion
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#region Public.
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/// <summary>
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/// Dispatched when shaking starts after previously being stopped.
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/// </summary>
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public event Action<CameraShaker> OnShakingStarted;
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/// <summary>
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/// Dispatched when shaking ends.
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/// </summary>
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public event Action<CameraShaker> OnShakingEnded;
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/// <summary>
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/// Dispatched every update a shake occurs.
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/// </summary>
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public event Action<CameraShaker, ShakeUpdate> OnShakeUpdate;
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/// <summary>
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/// Dispatched every fixed update a shake occurs. Contains the shake values from last update.
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/// </summary>
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public event Action<CameraShaker, ShakeUpdate> OnShakeFixedUpdate;
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/// <summary>
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/// Active instances which are shaking the camera.
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/// </summary>
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public List<ShakerInstance> ShakerInstances { get; private set; } = new List<ShakerInstance>();
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/// <summary>
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/// True if this CameraShaker is currently shaking.
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/// </summary>
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public bool Shaking { get; private set; }
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/// <summary>
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/// Current scale applied towards shakes on this CameraShaker. Acts as a multiplier towards ShakerInstances. 1f is normal scale.
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/// </summary>
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public float Scale { get; private set; } = 1f;
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/// <summary>
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/// Last shake values for camera after running UpdateShakers. For internal use only.
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/// </summary>
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internal ShakeValues FixedCamera { get; private set; } = null;
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#endregion
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#region Serialized.
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/// <summary>
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///
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/// </summary>
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[Tooltip("Technique used to shake the camera.")]
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[SerializeField]
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private ShakeTechniques _shakeTechnique = ShakeTechniques.Matrix;
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/// <summary>
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/// Technique used to shake the camera.
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/// </summary>
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public ShakeTechniques ShakeTechnique
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{
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get { return _shakeTechnique; }
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private set { _shakeTechnique = value; }
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}
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/// <summary>
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/// Sets the shake technique to use. Changing this value while shakes are occurring may create unwanted results.
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/// </summary>
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/// <param name="value"></param>
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public void SetShakeTechnique(ShakeTechniques value) { ShakeTechnique = value; }
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/// <summary>
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/// True for this CameraShaker to be set as the default shaker when enabled.
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/// </summary>
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[Tooltip("True for this CameraShaker to be set as the default shaker when enabled.")]
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[SerializeField]
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private bool _makeDefaultOnEnable = true;
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/// <summary>
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/// True to limit how much magnitude can be applied to this CameraShaker.
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/// </summary>
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[Tooltip("True to limit how much magnitude can be applied to this CameraShaker.")]
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[SerializeField]
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private bool _limitMagnitude = false;
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/// <summary>
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/// How much positional magnitude to limit this CameraShaker to.
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/// </summary>
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[Tooltip("How much positional magnitude to limit this CameraShaker to.")]
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[SerializeField]
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private float _positionalMagnitudeLimit = 10f;
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/// <summary>
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/// How much rotational manitude to limit this CameraShaker to.
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/// </summary>
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[Tooltip("How much rotational manitude to limit this CameraShaker to.")]
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[SerializeField]
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private float _rotationalMagnitudeLimit = 3f;
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#endregion
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#region Private.
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/// <summary>
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/// Camera on this gameObject.
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/// </summary>
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private Camera _camera;
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/// <summary>
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/// Last shake values for canvases after running UpdateShakers.
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/// </summary>
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private ShakeValues _fixedCanvases = null;
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/// <summary>
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/// Last shake values for rigidbodies after running UpdateShakers.
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/// </summary>
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private ShakeValues _fixedRigidbodies = null;
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/// <summary>
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/// Squared value of positional magnitude limit. This is used for faster calculations.
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/// </summary>
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private float _sqrPositionalMagnitudeLimit;
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/// <summary>
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/// Squared value of rotational magnitude limit. This is used for faster calculations.
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/// </summary>
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private float _sqrRotationalMagnitudeLimit;
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/// <summary>
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/// True if initialized.
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/// </summary>
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private bool _initialized = false;
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#endregion
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private void Awake()
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{
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FirstInitialize();
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}
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private void OnEnable()
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{
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if (_makeDefaultOnEnable)
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CameraShakerHandler.SetDefaultCameraShaker(this);
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}
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private void OnDisable()
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{
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Disable();
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}
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private void OnDestroy()
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{
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CameraShakerHandler.RemoveInstantiatedShaker(this);
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}
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/// <summary>
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/// Initializes this script for use. This should only be completed once.
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/// </summary>
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private void FirstInitialize()
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{
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if (_initialized)
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return;
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_camera = GetComponent<Camera>();
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CameraShakerHandler.AddInstantiatedShaker(this);
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CalculateSqrLimits();
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_initialized = true;
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}
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/// <summary>
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/// Calculates the squared limits.
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/// </summary>
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private void CalculateSqrLimits()
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{
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//Set squared values for faster calculations.
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if (_limitMagnitude)
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{
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_sqrPositionalMagnitudeLimit = Mathf.Pow(_positionalMagnitudeLimit, 2f);
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_sqrRotationalMagnitudeLimit = Mathf.Pow(_rotationalMagnitudeLimit, 2f);
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}
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}
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/// <summary>
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/// Checks if shakers need to be updated. This is for internal use only.
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/// </summary>
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/// <param name="position">Position offset after a shake.</param>
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/// <param name="rotation">Rotation offset after a shake.</param>
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/// <returns>True if a shaker was updated.</returns>
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internal bool UpdateShakers(out ShakeValues camera, out ShakeValues canvases, out ShakeValues rigidbodies)
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{
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/* Only check if not shaking. Instances can still run when paused.
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* This is intentional behavior so that shakes can be calculated
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* on cameras which are currently disabled, but may become enabled during
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* the middle of the shake. */
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if (!Shaking)
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{
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camera = new ShakeValues();
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canvases = new ShakeValues();
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rigidbodies = new ShakeValues();
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return false;
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}
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//Shaking
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else
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{
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//Shaking.
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if (TryUpdateShakers(out camera, out canvases, out rigidbodies))
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{
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return true;
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}
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//Shaking ended last frame.
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else
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{
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Disable();
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return false;
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}
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}
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}
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/// <summary>
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/// Checks if shakers need to be fixed updated. This is for internal use only.
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/// </summary>
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/// <param name="position">Position offset after a shake.</param>
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/// <param name="rotation">Rotation offset after a shake.</param>
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/// <returns>True if a shaker was updated.</returns>
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internal bool UpdateFixedShakers(out ShakeValues camera, out ShakeValues canvases, out ShakeValues rigidbodies)
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{
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//No fixed values.
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if (FixedCamera == null || _fixedCanvases == null || _fixedRigidbodies == null)
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{
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camera = new ShakeValues();
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canvases = new ShakeValues();
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rigidbodies = new ShakeValues();
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return false;
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}
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//Fixed values.
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else
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{
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//Set out values.
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camera = FixedCamera;
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canvases = _fixedCanvases;
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rigidbodies = _fixedRigidbodies;
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//Dispatch and nullify.
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OnShakeFixedUpdate?.Invoke(this, new ShakeUpdate(FixedCamera, _fixedCanvases, _fixedRigidbodies));
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FixedCamera = null;
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_fixedCanvases = null;
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_fixedRigidbodies = null;
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return true;
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}
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}
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/// <summary>
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/// Updates shakers and returns true if a shaker was updated.
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/// </summary>
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/// <returns></returns>
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private bool TryUpdateShakers(out ShakeValues camera, out ShakeValues canvases, out ShakeValues rigidbodies)
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{
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camera = new ShakeValues();
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canvases = new ShakeValues();
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rigidbodies = new ShakeValues();
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bool instanceProcessed = false;
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for (int i = 0; i < ShakerInstances.Count; i++)
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{
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//Out of bounds. Shouldn't be possible, sanity check.
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if (i >= ShakerInstances.Count)
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break;
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ShakerInstance instance = ShakerInstances[i];
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//Instance went null. Also shouldn't be possible, sanity check.
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if (instance == null)
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{
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ShakerInstances.RemoveAt(i);
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i--;
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continue;
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}
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//Shaker has ended.
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if (instance.ShakerOver())
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{
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instanceProcessed = true;
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ShakerInstances.RemoveAt(i);
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i--;
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continue;
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}
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//Shaker paused.
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if (instance.Paused)
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{
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instanceProcessed = true;
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continue;
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}
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/* Get new offset from instance and add alterations
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* to position and rotation. This is done for each instance so that
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* instances can stack. */
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Vector3 offset = instance.UpdateOffset();
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if (instance.Data.PositionalInfluence != Vector3.zero)
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{
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//Camera.
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if (instance.Data.ShakeCameras)
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camera.Position += offset.Multiply(instance.Data.PositionalInfluence);
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//Canvases.
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if (instance.Data.ShakeCanvases)
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canvases.Position += offset.Multiply(instance.Data.PositionalInfluence);
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//Rigidbodies.
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if (instance.Data.ShakeObjects)
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rigidbodies.Position += offset.Multiply(instance.Data.PositionalInfluence);
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}
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/* Multiply rotational influence by 2.77f so that the rotational
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* amount is accurate to what the user sees in the influence field. */
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if (instance.Data.RotationalInfluence != Vector3.zero)
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{
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//Camera.
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if (instance.Data.ShakeCameras)
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camera.Rotation += offset.Multiply(instance.Data.RotationalInfluence * 2.77f);
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//Canvases.
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if (instance.Data.ShakeCanvases)
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canvases.Rotation += offset.Multiply(instance.Data.RotationalInfluence * 2.77f);
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//Rigidbodies
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if (instance.Data.ShakeObjects)
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rigidbodies.Rotation += offset.Multiply(instance.Data.RotationalInfluence * 2.77f);
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}
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instanceProcessed = true;
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}
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//Limit positional and rotation magnitudes.
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if (_limitMagnitude)
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{
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//Camera.
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if (camera.Position.sqrMagnitude > _sqrPositionalMagnitudeLimit)
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camera.Position = camera.Position.normalized * _positionalMagnitudeLimit;
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if (camera.Rotation.sqrMagnitude > _sqrRotationalMagnitudeLimit)
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camera.Rotation = camera.Rotation.normalized * _rotationalMagnitudeLimit;
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//Canvases.
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if (canvases.Position.sqrMagnitude > _sqrPositionalMagnitudeLimit)
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canvases.Position = canvases.Position.normalized * _positionalMagnitudeLimit;
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if (canvases.Rotation.sqrMagnitude > _sqrRotationalMagnitudeLimit)
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canvases.Rotation = canvases.Rotation.normalized * _rotationalMagnitudeLimit;
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//Rigidbodies.
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if (rigidbodies.Position.sqrMagnitude > _sqrPositionalMagnitudeLimit)
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rigidbodies.Position = rigidbodies.Position.normalized * _positionalMagnitudeLimit;
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if (rigidbodies.Rotation.sqrMagnitude > _sqrRotationalMagnitudeLimit)
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rigidbodies.Rotation = rigidbodies.Rotation.normalized * _rotationalMagnitudeLimit;
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}
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//If anything was changed.
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if (instanceProcessed)
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{
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//Apply scale.
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camera.Position *= Scale;
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camera.Rotation *= Scale;
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canvases.Position *= Scale;
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canvases.Rotation *= Scale;
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rigidbodies.Position *= Scale;
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rigidbodies.Rotation *= Scale;
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/* Set position and rotation to accumulated values.
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* If no values are set then camera will result to
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* v3.zero position and rotation. */
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switch (ShakeTechnique)
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{
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//Matrix.
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case ShakeTechniques.Matrix:
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SetMatrixOffsets(camera.Position, camera.Rotation);
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break;
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//Local.
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case ShakeTechniques.LocalSpace:
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SetLocalSpaceOffsets(camera.Position, camera.Rotation);
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break;
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}
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FixedCamera = camera;
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_fixedCanvases = canvases;
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_fixedRigidbodies = rigidbodies;
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OnShakeUpdate?.Invoke(this, new ShakeUpdate(camera, canvases, rigidbodies));
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}
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return instanceProcessed;
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}
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/// <summary>
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/// Disables this CameraShaker to save cycles. This is for internal use only.
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/// </summary>
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internal void Disable()
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{
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/* If shaking then update / reset before ending shaking
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* so that updates are sent before shaking ending does. */
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if (Shaking)
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{
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//Reset values and broadcast zero offset.
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if (ShakeTechnique == ShakeTechniques.Matrix)
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_camera.ResetWorldToCameraMatrix();
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else if (ShakeTechnique == ShakeTechniques.LocalSpace)
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SetLocalSpaceOffsets(Vector3.zero, Vector3.zero);
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OnShakeUpdate?.Invoke(this, new ShakeUpdate());
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//Send zero on fixed, and nullify fixed values.
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OnShakeFixedUpdate?.Invoke(this, new ShakeUpdate(new ShakeValues(), new ShakeValues(), new ShakeValues()));
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FixedCamera = null;
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_fixedCanvases = null;
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_fixedRigidbodies = null;
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}
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UpdateShaking(false);
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}
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/// <summary>
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/// Adds a ShakerInstance to ShakerInstances.
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/// </summary>
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/// <param name="instance"></param>
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private void AddShakerInstance(ShakerInstance instance)
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{
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ShakerInstances.Add(instance);
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UpdateShaking(true);
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}
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/// <summary>
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/// Adds shaker instances to this cameras ShakerInstances. For internal use only.
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/// </summary>
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/// <param name="instances"></param>
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internal void AddShakerInstances(List<ShakerInstance> instances)
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{
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if (instances.Count == 0)
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return;
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ShakerInstances.AddRange(instances);
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UpdateShaking(true);
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}
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/// <summary>
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/// Updates the shaking value.
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/// </summary>
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/// <param name="shaking"></param>
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private void UpdateShaking(bool shaking)
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{
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bool changed = (shaking != Shaking);
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Shaking = shaking;
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if (changed)
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{
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if (Shaking)
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{
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OnShakingStarted?.Invoke(this);
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CameraShakerHandler.AddShaking(this);
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}
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else
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{
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ShakerInstances.Clear();
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OnShakingEnded?.Invoke(this);
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CameraShakerHandler.RemoveShaking(this);
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}
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}
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}
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#region Offset setting.
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/// <summary>
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/// Sets LocalSpace and LocalEulerAngle values for this transform. For internal use only.
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/// </summary>
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/// <param name="pos"></param>
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/// <param name="rot"></param>
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internal void SetLocalSpaceOffsets(Vector3 pos, Vector3 rot)
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{
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transform.localPosition = pos;
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transform.localEulerAngles = rot;
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}
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/// <summary>
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/// Sets Matrix values for this transform. For internal use only.
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/// </summary>
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/// <param name="pos"></param>
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/// <param name="rot"></param>
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internal void SetMatrixOffsets(Vector3 pos, Vector3 rot)
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{
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Matrix4x4 m = Matrix4x4.TRS(pos, Quaternion.Euler(rot), new Vector3(1, 1, -1));
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_camera.worldToCameraMatrix = m * _camera.transform.worldToLocalMatrix;
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}
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#endregion
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#region API.
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/// <summary>
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/// Sets Scale value.
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/// </summary>
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/// <param name="value">New scale to use.</param>
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public void SetScale(float value)
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{
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Scale = value;
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}
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/// <summary>
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/// Shakes the camera using data.
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/// </summary>
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/// <param name="data">ShakeData to use.</param>
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/// <returns>Instance generated using data.</returns>
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public ShakerInstance Shake(ShakeData data)
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{
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FirstInitialize();
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if (data.TotalDuration == 0f && data.FadeInDuration == 0f && data.FadeOutDuration == 0f)
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{
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if (Debug.isDebugBuild) Debug.LogWarning("No durations are specified in data; cannot generate a ShakerInstance.");
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return null;
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}
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if (data.PositionalInfluence == Vector3.zero && data.RotationalInfluence == Vector3.zero)
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{
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if (Debug.isDebugBuild) Debug.LogWarning("No influences are specified in data; cannot generate a ShakerInstance.");
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return null;
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}
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/* Make an instance of the data if it's on disk so that values aren't serialized
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* over in the editor when changing values at runtime such as total time, fade out, and more.
|
||||
* Research suggest objects with a positive instance ID are prefabs, or are placed in the scene,
|
||||
* while negative values are instantiated. */
|
||||
ShakeData dataInstance = data.Instanced ? data : data.CreateInstance();
|
||||
dataInstance.Initialize();
|
||||
|
||||
ShakerInstance shakerInstance = new ShakerInstance(dataInstance);
|
||||
AddShakerInstance(shakerInstance);
|
||||
|
||||
return shakerInstance;
|
||||
}
|
||||
/// <summary>
|
||||
/// Sets the paused state of all shaker instances on this CameraShaker.
|
||||
/// </summary>
|
||||
/// <param name="value">New paused state.</param>
|
||||
public void SetPaused(bool value)
|
||||
{
|
||||
foreach (ShakerInstance instance in ShakerInstances)
|
||||
{
|
||||
if (instance != null)
|
||||
instance.SetPaused(value);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fades out all instances on this CameraShaker. This operation only works on instances not already fading out.
|
||||
/// </summary>
|
||||
/// <param name="durationOverride">Overrides instance fade out duration with a new value.</param>
|
||||
public void FadeOut(float? durationOverride = null)
|
||||
{
|
||||
foreach (ShakerInstance instance in ShakerInstances)
|
||||
{
|
||||
if (instance != null)
|
||||
instance.FadeOut(durationOverride);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Abruptly stops all instances on this camera shaker.
|
||||
/// </summary>
|
||||
public void Stop()
|
||||
{
|
||||
foreach (ShakerInstance instance in ShakerInstances)
|
||||
{
|
||||
if (instance != null)
|
||||
instance.Stop();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies magnitude values for all instances on this CameraShaker.
|
||||
/// </summary>
|
||||
/// <param name="multiplier">Value to multiply by. 1f is standard multiplication, which in result would be default values.</param>
|
||||
/// <param name="moveRate">How quickly per second to move towards new multiplier. Values 0f and lower are instant.</param>
|
||||
/// <param name="rateUsesDistance">True to modify move rate based on distance from multiplier. False to move towards goal using moveRate unmodified.</param>
|
||||
public void MultiplyMagnitude(float multiplier, float moveRate, bool rateUsesDistance)
|
||||
{
|
||||
foreach (ShakerInstance instance in ShakerInstances)
|
||||
{
|
||||
if (instance != null)
|
||||
instance.MultiplyMagnitude(multiplier, moveRate, rateUsesDistance);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiplies roughness values for all instances on this CameraShaker.
|
||||
/// </summary>
|
||||
/// <param name="multiplier">Value to multiply by. 1f is standard multiplication, which in result would be default values.</param>
|
||||
/// <param name="moveRate">How quickly per second to move towards new multiplier. Values 0f and lower are instant.</param>
|
||||
/// <param name="rateUsesDistance">True to modify move rate based on distance from multiplier. False to move towards goal using moveRate unmodified.</param>
|
||||
public void MultiplyRoughness(float multiplier, float moveRate, bool rateUsesDistance)
|
||||
{
|
||||
foreach (ShakerInstance instance in ShakerInstances)
|
||||
{
|
||||
if (instance != null)
|
||||
instance.MultiplyRoughness(multiplier, moveRate, rateUsesDistance);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Editor checks.
|
||||
#if UNITY_EDITOR
|
||||
private void OnValidate()
|
||||
{
|
||||
if (_limitMagnitude)
|
||||
{
|
||||
_positionalMagnitudeLimit = Mathf.Max(_positionalMagnitudeLimit, 0.01f);
|
||||
_rotationalMagnitudeLimit = Mathf.Max(_rotationalMagnitudeLimit, 0.01f);
|
||||
|
||||
CalculateSqrLimits();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endregion
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user