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160 lines
4.3 KiB
C#
160 lines
4.3 KiB
C#
6 months ago
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Autohand{
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public class PhysicsGadgetSlider : PhysicsGadgetConfigurableLimitReader{
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[Min(0.01f), Tooltip("The percentage (0-1) from the required value needed to call the event, if threshold is 0.1 OnMax will be called at 0.9, OnMin at -0.9, and OnMiddle at -0.1 or 0.1")]
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public float threshold = 0.05f;
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[Min(0)]
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public int stepCount = 0;
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public int startStep = 0;
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private int prevStepCount = -1;
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public UnityEvent OnMax;
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public UnityEvent OnMid;
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public UnityEvent OnMin;
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public StepEvent[] stepEvents;
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bool min = false;
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bool max = false;
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bool mid = true;
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private int currStep = -1;
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private int prevStep = -1;
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private float minimum;
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private float maximum;
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float[] stepMarkers;
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protected void FixedUpdate(){
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var value = GetValue();
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if(!max && mid && value+threshold >= 1) {
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Max();
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}
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if(!min && mid && value-threshold <= -1){
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Min();
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}
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if (value <= threshold && max && !mid) {
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Mid();
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}
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if (value >= -threshold && min && !mid) {
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Mid();
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}
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}
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protected override void Start() {
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base.Start();
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if(startStep <= 0) return;
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FindSteps();
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SetSpring(startStep - 1);
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}
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void Update() {
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AdjustStep();
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}
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void AdjustStep() {
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if(stepCount <= 0) return;
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FindSteps();
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SetSpring(FindCurrentStep());
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}
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bool FindSteps() {
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if(prevStepCount == stepCount) return false;
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prevStepCount = stepCount;
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stepMarkers = new float[stepCount];
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minimum = -(GetJoint().linearLimit.limit);
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maximum = (GetJoint().linearLimit.limit);
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float step = GetStep();
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for(int i = 0; i < stepCount; i++) {
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stepMarkers[i] = minimum + (i * step);
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}
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return true;
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}
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public void SetSpring(int step)
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{
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currStep = step;
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Vector3 limitAxis = new Vector3(joint.xMotion == ConfigurableJointMotion.Locked ? 0 : stepMarkers[step],
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joint.yMotion == ConfigurableJointMotion.Locked ? 0 : stepMarkers[step],
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joint.zMotion == ConfigurableJointMotion.Locked ? 0 : stepMarkers[step]);
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GetJoint().transform.localPosition = limitAxis;
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GetJoint().targetPosition = limitAxis;
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}
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public void SetSpring(float stepRotation)
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{
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Vector3 limitAxis = new Vector3(joint.xMotion == ConfigurableJointMotion.Locked ? 0 : stepRotation,
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joint.yMotion == ConfigurableJointMotion.Locked ? 0 : stepRotation,
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joint.zMotion == ConfigurableJointMotion.Locked ? 0 : stepRotation);
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GetJoint().targetPosition = limitAxis;
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}
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float FindCurrentStep() {
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float checkValue = GetValue() / GetScalar();
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for(int i = 0; i < stepCount; i++)
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if(checkValue >= GetMinimumStep(i) && checkValue <= GetMaximumStep(i)) {
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currStep = i;
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if(currStep != prevStep) {
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Step();
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prevStep = currStep;
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}
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return stepMarkers[i];
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}
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return 0;
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}
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float GetStep() => (Mathf.Abs(minimum) + Mathf.Abs(maximum)) / (stepCount - 1);
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float GetScalar() => (1 / Mathf.Abs(minimum));
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float GetMinimumStep(int index) => stepMarkers[index] - (GetStep() / 2);
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float GetMaximumStep(int index) => stepMarkers[index] + (GetStep() / 2);
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void Max() {
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mid = false;
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max = true;
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OnMax?.Invoke();
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}
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void Mid() {
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min = false;
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max = false;
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mid = true;
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OnMid?.Invoke();
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}
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void Min() {
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min = true;
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mid = false;
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OnMin?.Invoke();
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}
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void Step() {
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for(int i = 0; i < stepEvents.Length; i++) {
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if(stepEvents[i].step == currStep + 1) {
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stepEvents[i].OnStepEnter?.Invoke();
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}
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else if(stepEvents[i].step == prevStep + 1) {
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stepEvents[i].OnStepExit?.Invoke();
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}
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}
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}
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}
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}
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