IsoTranslate PlayMaker action

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2015-12-13 15:55:03 +06:00
parent c6cad2e0bc
commit 9010d9a3ae
7 changed files with 1000 additions and 0 deletions

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using UnityEngine;
using HutongGames.PlayMaker;
namespace IsoTools.PlayMaker.Actions {
[ActionCategory("IsoTools")]
[HutongGames.PlayMaker.Tooltip("Translates a IsoObject. Use a Vector3 variable and/or XYZ components. To leave any axis unchanged, set variable to 'None'.")]
public class IsoTranslate : FsmStateAction {
[RequiredField]
[HutongGames.PlayMaker.Tooltip("The game object to translate.")]
public FsmOwnerDefault gameObject;
[UIHint(UIHint.Variable)]
[HutongGames.PlayMaker.Tooltip("A translation vector. NOTE: You can override individual axis below.")]
public FsmVector3 vector;
[HutongGames.PlayMaker.Tooltip("Translation along x axis.")]
public FsmFloat x;
[HutongGames.PlayMaker.Tooltip("Translation along y axis.")]
public FsmFloat y;
[HutongGames.PlayMaker.Tooltip("Translation along z axis.")]
public FsmFloat z;
[HutongGames.PlayMaker.Tooltip("Translate over one second")]
public bool perSecond;
[HutongGames.PlayMaker.Tooltip("Repeat every frame.")]
public bool everyFrame;
[HutongGames.PlayMaker.Tooltip("Perform the translate in LateUpdate. This is useful if you want to override the position of objects that are animated or otherwise positioned in Update.")]
public bool lateUpdate;
[HutongGames.PlayMaker.Tooltip("Perform the translate in FixedUpdate. This is useful when working with rigid bodies and physics.")]
public bool fixedUpdate;
public override void Reset() {
gameObject = null;
vector = null;
x = new FsmFloat{UseVariable = true};
y = new FsmFloat{UseVariable = true};
z = new FsmFloat{UseVariable = true};
perSecond = true;
everyFrame = true;
lateUpdate = false;
fixedUpdate = false;
}
public override void OnPreprocess() {
Fsm.HandleFixedUpdate = true;
}
public override void OnEnter() {
if ( !everyFrame && !lateUpdate && !fixedUpdate ) {
DoTranlate();
Finish();
}
}
public override void OnUpdate() {
if ( !lateUpdate && !fixedUpdate ) {
DoTranlate();
}
}
public override void OnLateUpdate() {
if ( lateUpdate ) {
DoTranlate();
}
if ( !everyFrame ) {
Finish();
}
}
public override void OnFixedUpdate() {
if ( fixedUpdate ) {
DoTranlate();
}
if ( !everyFrame ) {
Finish();
}
}
void DoTranlate() {
var go = Fsm.GetOwnerDefaultTarget(gameObject);
var iso_object = go ? go.GetComponent<IsoObject>() : null;
if ( iso_object ) {
var trans = vector.IsNone
? new Vector3(x.Value, y.Value, z.Value)
: vector.Value;
if ( !x.IsNone ) {
trans.x = x.Value;
}
if ( !y.IsNone ) {
trans.y = y.Value;
}
if ( !z.IsNone ) {
trans.z = z.Value;
}
iso_object.position = iso_object.position +
trans * (perSecond ? Time.deltaTime : 1.0f);
}
}
}
} // IsoTools.PlayMaker.Actions

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