cvr-props/Assets/ABI.CCK/Components/GravityZone.cs

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using System;
using UnityEngine;
namespace ABI.CCK.Components
{
[AddComponentMenu("ChilloutVR/Gravity Zone")]
[HelpURL("https://developers.abinteractive.net/cck/")]
public class GravityZone : MonoBehaviour, ICCK_Component
{
public enum ZoneShape
{
Box = 1,
Sphere = 2,
Capsule = 3,
Cylinder = 4,
HalfSphere = 5,
QuarterSphere = 6,
HalfCapsule = 7,
QuarterCapsule = 8,
HalfCylinder = 9,
QuarterCylinder = 10,
Custom = 11
}
public ZoneShape zoneShape = ZoneShape.Box;
public Mesh customZoneShapeMesh; // used for custom shape
public Vector3 center;
public Vector3 size = Vector3.one;
public enum GravityDirection
{
DirectionX = 1,
DirectionY = 2,
DirectionZ = 3,
TowardsCenter = 4,
}
public GravityDirection gravityDirection = GravityDirection.DirectionY;
public enum GravityMix
{
Override = 1,
Additive = 2
}
public GravityMix gravityMix = GravityMix.Override;
public int priority = 0;
public enum GravityType
{
Absolute = 1,
Relative = 2
}
public GravityType gravityType = GravityType.Absolute;
private const float MaxGravityStrength = 10000f;
public float strength = 9.81f;
[Flags]
public enum GravityEffect
{
Objects = 1,
Players = 2
}
public GravityEffect gravityEffect = GravityEffect.Objects | GravityEffect.Players;
public AnimationCurve gravityFalloff = AnimationCurve.Linear(0f, 1f, 1f, 1f);
/// <summary>
/// Player alignment mode options for gravity zone.
/// </summary>
public enum PlayerAlignmentMode
{
/// <summary>
/// It will align the player respecting the gravity strength. When using this setting the alignment speed
/// can be overwritten by the player settings. This is recommended unless there is a strong reason not to.
/// </summary>
Auto = 0,
/// <summary>
/// The player will not be aligned with gravity. And will have the same controls are in 0 g.
/// </summary>
Disabled = 1,
/// <summary>
/// The player will be aligned instantly with the gravity.
/// </summary>
Instantly = 2,
/// <summary>
/// The player will be aligned at a constant speed of degrees per second set on the custom value.
/// </summary>
Custom = 3,
}
/// <summary>
/// Max value for playerCustomAlignmentDegreesPerSecond.
/// </summary>
public const float MaxDegreesPerSecond = 3600f;
public const PlayerAlignmentMode DefaultGravityAlignmentMode = PlayerAlignmentMode.Auto;
public const float DefaultGravityCustomAlignmentValue = 0;
/// <summary>
/// Mode to use to align players with the current gravity direction.
/// </summary>
[SerializeField]
public PlayerAlignmentMode playerGravityAlignmentMode = DefaultGravityAlignmentMode;
/// <summary>
/// Value used for the gravity player alignment speed when using the custom alignment mode.
/// </summary>
[SerializeField]
public float playerGravityCustomAlignmentValue = DefaultGravityCustomAlignmentValue;
private void OnValidate()
{
// using Range attribute turns it into an ugly slider, enforced by client
strength = Mathf.Clamp(strength, -MaxGravityStrength, MaxGravityStrength);
playerGravityCustomAlignmentValue = Mathf.Clamp(playerGravityCustomAlignmentValue, 0, MaxDegreesPerSecond);
}
}
}