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Moved all actions to coa4u namespace.

Added methods caching for quick message processing.
Integrated MeshActor into Actor.

new Actions:
ActionStop.cs
ActionSetDirection.cs
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40 ändrade filer med 1757 tillägg och 1111 borttagningar
  1. +0
    -2
      README.md
  2. +104
    -60
      src/ActionsBase/Action.cs
  3. +75
    -79
      src/ActionsBase/ActionInterval.cs
  4. +77
    -56
      src/ActionsBase/ActionParallel.cs
  5. +68
    -47
      src/ActionsBase/ActionRandom.cs
  6. +68
    -50
      src/ActionsBase/ActionRepeat.cs
  7. +84
    -63
      src/ActionsBase/ActionSequence.cs
  8. +34
    -0
      src/ActionsBase/ActionStop.cs
  9. +33
    -13
      src/ActionsInstant/ActionHide.cs
  10. +36
    -11
      src/ActionsInstant/ActionLog.cs
  11. +56
    -29
      src/ActionsInstant/ActionSendMessage.cs
  12. +58
    -0
      src/ActionsInstant/ActionSetDirection.cs
  13. +34
    -22
      src/ActionsInstant/ActionSetPlace.cs
  14. +31
    -20
      src/ActionsInstant/ActionSetRotation.cs
  15. +29
    -12
      src/ActionsInstant/ActionSetTint.cs
  16. +33
    -13
      src/ActionsInstant/ActionShow.cs
  17. +34
    -9
      src/ActionsInstant/ActionToggleVisibility.cs
  18. +62
    -44
      src/ActionsInterval/ActionBezierAbs.cs
  19. +62
    -44
      src/ActionsInterval/ActionBezierRel.cs
  20. +43
    -31
      src/ActionsInterval/ActionBlink.cs
  21. +29
    -20
      src/ActionsInterval/ActionDelay.cs
  22. +36
    -21
      src/ActionsInterval/ActionFadeBy.cs
  23. +24
    -12
      src/ActionsInterval/ActionFadeIn.cs
  24. +24
    -12
      src/ActionsInterval/ActionFadeOut.cs
  25. +38
    -23
      src/ActionsInterval/ActionFadeTo.cs
  26. +38
    -35
      src/ActionsInterval/ActionJumpBy.cs
  27. +37
    -34
      src/ActionsInterval/ActionJumpTo.cs
  28. +28
    -25
      src/ActionsInterval/ActionMoveBy.cs
  29. +32
    -29
      src/ActionsInterval/ActionMoveTo.cs
  30. +28
    -25
      src/ActionsInterval/ActionRotateBy.cs
  31. +37
    -34
      src/ActionsInterval/ActionRotateTo.cs
  32. +48
    -45
      src/ActionsInterval/ActionScaleBy.cs
  33. +32
    -29
      src/ActionsInterval/ActionScaleTo.cs
  34. +34
    -31
      src/ActionsInterval/ActionSkewBy.cs
  35. +33
    -30
      src/ActionsInterval/ActionTintBy.cs
  36. +40
    -37
      src/ActionsInterval/ActionTintTo.cs
  37. +53
    -0
      src/CoreClasses/MethodHolder.cs
  38. +125
    -5
      src/UnityComponents/Actor.cs
  39. +20
    -5
      src/UnityComponents/ActorSampleActions.cs
  40. +0
    -54
      src/UnityComponents/MeshActor.cs

+ 0
- 2
README.md Visa fil

@@ -63,8 +63,6 @@ Base actions
Interval actions
- [ ] Follow - follows another actor with the given speed for the given amount of time (of forever).
- [ ] LookAt - rotates the object to look at the given actor.

*These two actions requires the using of MeshActor script instead of Actor.*
- [x] SkewBy - skews the mesh by given values.
- [ ] SkewTo - skews the mesh to the given values.



+ 104
- 60
src/ActionsBase/Action.cs Visa fil

@@ -2,80 +2,124 @@
using System.Collections.Generic;
using UnityEngine;

public class Action
namespace coa4u
{
protected Actor target;
public float duration = 0;
protected Transform transform;
protected Renderer renderer;
protected bool is2d = false;

public Action()
/// <summary>
/// Basic action class for subclassing. To inherit interval actions, consider using the ActionInterval as the base class.
/// </summary>
public class ActionInstant
{
}
protected Actor target;
protected Transform transform;
protected Renderer renderer;
protected bool is2d = false;
private float durationValue = 0;
private float dtrValue = 0;
private bool isRunning = false;

public virtual Action clone()
{
return new Action();
}
public ActionInstant()
{
}

public virtual bool isRunning()
{
return false;
}
/// <summary>
/// Returns a copy of the action.
/// </summary>
public virtual ActionInstant clone()
{
return new ActionInstant();
}

/// <summary>
/// This method is called at the action start. Usable for instant and interval actions.
/// </summary>
public virtual Action reverse()
{
throw new Exception("Can reverse only the reversable interval actions");
}
/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public virtual ActionInstant reverse()
{
throw new Exception("Can reverse only the reversable interval actions");
}

/// <summary>
/// This method is called at the action start. Usable for instant and interval actions.
/// </summary>
public virtual void start()
{
if (target == null)
throw new Exception("Can start the action only after it's atached to the actor");
transform = target.gameObject.transform;
renderer = target.gameObject.renderer;
}
/// <summary>
/// This method is called at the action start. Usable for instant and interval actions.
/// </summary>
public virtual void start()
{
if (target == null)
throw new Exception("Can start the action only after it's atached to the actor");
transform = target.transformCached;
renderer = target.rendererCached;
}

/// <summary>
/// This method is called at every frame update. Not usable for instant actions.
/// </summary>
public virtual void step(float dt)
{
if (target == null)
throw new Exception("Can update the action only after it's atached to the actor");
}
/// <summary>
/// This method is called at every frame update. Not usable for instant actions.
/// </summary>
public virtual void step(float dt)
{
if (target == null)
throw new Exception("Can update the action only after it's atached to the actor");
}

/// <summary>
/// This method is called after the interval action is stopped. Not usable for instant actions.
/// </summary>
public virtual void stop()
{
if (target == null)
throw new Exception("Can stop the action only after it's atached to the actor");
}
/// <summary>
/// This method is called after the interval action is stopped. Not usable for instant actions.
/// </summary>
public virtual void stop()
{
if (target == null)
throw new Exception("Can stop the action only after it's atached to the actor");
}

public void setActor(Actor actor)
{
target = actor;
}
/// <summary>
/// This method sets the actor for the action.
/// </summary>
public void setActor(Actor actor)
{
target = actor;
}

public virtual float dtr
{
get
/// <summary>
/// Readonly property. Shows the remaining time of the action.
/// </summary>
public float duration
{
get
{
return durationValue;
}

protected set
{
durationValue = value;
}
}

/// <summary>
/// Readonly property. Shows if the action is running or not.
/// </summary>
public bool running
{
return 0;
get
{
return isRunning;
}

protected set
{
isRunning = value;
}
}

protected set
/// <summary>
/// Readonly property. Contains the remaining tick time after action finished.
/// </summary>
public float dtr
{
get
{
return dtrValue;
}

protected set
{
dtrValue = value;
}
}
}

}

+ 75
- 79
src/ActionsBase/ActionInterval.cs Visa fil

@@ -2,102 +2,98 @@
using System.Collections.Generic;
using UnityEngine;

class ActionInterval : Action
namespace coa4u
{
protected float timer;
protected float timeScale;
protected bool running;
private float dtrdata;

public ActionInterval(float tgtDuration)
: base()
{
duration = tgtDuration;
timeScale = 1F;
dtr = 0;
}

public override Action clone()
{
return new ActionInterval(duration);
}

public override Action reverse()
{
throw new Exception("Can reverse only the reversable interval actions");
}

public override bool isRunning()
{
return running;
}

public override void start()
{
base.start();
running = true;
timer = 0F;
}

public override void stop()
{
base.stop();
running = false;
}

/// <summary>
/// Step method for interval actions. Don't override this method, when inheriting, put your code in stepInterval instead.
/// Interval action class for subclassing.
/// </summary>
public override void step(float dt)
public class ActionInterval : ActionInstant
{
dt *= timeScale;
base.step(dt);
if (timer + dt > duration)
protected float timer;
protected float timeScale;
private float dtrdata;

public ActionInterval(float tgtDuration)
: base()
{
float odt = dt;
dt = duration - timer;
timer += odt;
duration = tgtDuration;
timeScale = 1F;
dtr = 0;
}
else

/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
timer += dt;
return new ActionInterval(duration);
}
stepInterval(dt);
if (timer > duration)

/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
stop();
dtr = timer - duration;
throw new Exception("Can reverse only the reversable interval actions");
}
}

/// <summary>
/// Step method for interval actions. Put your code here.
/// </summary>
public virtual void stepInterval(float dt)
{
}
/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
running = true;
timer = 0F;
}

/// <summary>
/// Property to get the remaining tick time after the action has ended.
/// </summary>
public override float dtr
{
get
/// <summary>
/// This method is called after the interval action is stopped.
/// </summary>
public override void stop()
{
return dtrdata;
base.stop();
running = false;
}

protected set
/// <summary>
/// This method is called every frame update. Don't override this method, when inheriting, put your code in stepInterval instead.
/// </summary>
public override void step(float dt)
{
dtrdata = value;
dt *= timeScale;
base.step(dt);
if (timer + dt > duration)
{
float odt = dt;
dt = duration - timer;
timer += odt;
}
else
{
timer += dt;
}
stepInterval(dt);
if (timer > duration)
{
stop();
dtr = timer - duration;
}
}
}

/// <summary>
/// Immediately changes the time scale for this action and all nested ones.
/// </summary>
public void setTimeScale(float ts)
{
timeScale = ts;
/// <summary>
/// This method is called every frame update. Put your code here.
/// </summary>
public virtual void stepInterval(float dt)
{
}

/// <summary>
/// Immediately changes the time scale for this action and all nested ones.
/// </summary>
public void setTimeScale(float ts)
{
timeScale = ts;
}
}
}

+ 77
- 56
src/ActionsBase/ActionParallel.cs Visa fil

@@ -2,84 +2,105 @@
using System.Collections.Generic;
using UnityEngine;

class ActionParallel : ActionInterval
namespace coa4u
{
protected Action[] actions;

public ActionParallel(Action action1, Action action2)
: base(0)
{
actions = new Action[] {action1, action2};
}

public ActionParallel(Action[] actionsList)
: base(0)
/// <summary>
/// Runs several actions at the same time.
/// </summary>
public class ActionParallel : ActionInterval
{
actions = actionsList;
protected ActionInstant[] actions;

}

public override Action clone()
{
Action[] aList = new Action[actions.Length];
for (int i = 0; i < actions.Length; i++)
public ActionParallel(ActionInstant action1, ActionInstant action2)
: base(0)
{
aList[i] = actions[i].clone();
actions = new ActionInstant[] { action1, action2 };
}
return new ActionSequence(aList);
}

public override Action reverse()
{
Action[] aList = new Action[actions.Length];
for (int i = 0; i < actions.Length; i++)
public ActionParallel(ActionInstant[] actionsList)
: base(0)
{
aList[i] = actions[i].reverse();
actions = actionsList;

}
return new ActionSequence(aList);
}

public override void start()
{
base.start();
for (int i = 0; i < actions.Length; i++)
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
actions[i].setActor(target);
actions[i].start();
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
aList[i] = actions[i].clone();
}
return new ActionSequence(aList);
}
}

public override void step(float dt)
{
dt *= timeScale;
for (int i = 0; i < actions.Length; i++)
/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
if (actions[i].isRunning())
actions[i].step(dt);
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
aList[i] = actions[i].reverse();
}
return new ActionSequence(aList);
}
bool canStopNow = true;
float dtrdata = 0;
for (int i = 0; i < actions.Length; i++)

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
if (actions[i].isRunning())
base.start();
for (int i = 0; i < actions.Length; i++)
{
canStopNow = false;
dtrdata = Math.Max(actions[i].dtr, dtrdata);
actions[i].setActor(target);
actions[i].start();
}
}
if (canStopNow)

/// <summary>
/// This method is called every frame update.
/// </summary>
public override void step(float dt)
{
stop();
dtr = dtrdata;
dt *= timeScale;
for (int i = 0; i < actions.Length; i++)
{
if (actions[i].running)
actions[i].step(dt);
}
bool canStopNow = true;
float dtrdata = 0;
for (int i = 0; i < actions.Length; i++)
{
if (actions[i].running)
{
canStopNow = false;
dtrdata = Math.Max(actions[i].dtr, dtrdata);
}
}
if (canStopNow)
{
stop();
dtr = dtrdata;
}
}
}

public override void stop()
{
base.stop();
for (int i = 0; i < actions.Length; i++)
/// <summary>
/// This method is called after the interval action is stopped.
/// </summary>
public override void stop()
{
actions[i].stop();
base.stop();
for (int i = 0; i < actions.Length; i++)
{
actions[i].stop();
}
}
}
}

+ 68
- 47
src/ActionsBase/ActionRandom.cs Visa fil

@@ -2,68 +2,89 @@
using System.Collections.Generic;
using UnityEngine;

class ActionRandom : ActionInterval
namespace coa4u
{
/// <summary>
/// Runs one random action from the given list.
/// </summary>
class ActionRandom : ActionInterval
{

protected Action[] actions;
protected int index;
protected ActionInstant[] actions;
protected int index;

public ActionRandom(Action action1, Action action2)
: base(0)
{
actions = new Action[] {action1, action2};
}
public ActionRandom(ActionInstant action1, ActionInstant action2)
: base(0)
{
actions = new ActionInstant[] { action1, action2 };
}

public ActionRandom(Action[] actionsList)
: base(0)
{
actions = actionsList;
public ActionRandom(ActionInstant[] actionsList)
: base(0)
{
actions = actionsList;

}
}

public override Action clone()
{
Action[] aList = new Action[actions.Length];
for (int i = 0; i < actions.Length; i++)
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
aList[i] = actions[i].clone();
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
aList[i] = actions[i].clone();
}
return new ActionRandom(aList);
}
return new ActionRandom(aList);
}

public override Action reverse()
{
Action[] aList = new Action[actions.Length];
for (int i = 0; i < actions.Length; i++)
/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
aList[i] = actions[i].reverse();
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
aList[i] = actions[i].reverse();
}
return new ActionRandom(aList);
}
return new ActionRandom(aList);
}

public override void start()
{
base.start();
index = UnityEngine.Random.Range(0, actions.Length);
actions[index].setActor(target);
actions[index].start();
}
/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
index = UnityEngine.Random.Range(0, actions.Length);
actions[index].setActor(target);
actions[index].start();
}

public override void step(float dt)
{
dt *= timeScale;
if (actions[index].isRunning())
actions[index].step(dt);
if (!actions[index].isRunning())
/// <summary>
/// This method is called every frame update.
/// </summary>
public override void step(float dt)
{
stop();
dtr = actions[index].dtr;
dt *= timeScale;
if (actions[index].running)
actions[index].step(dt);
if (!actions[index].running)
{
stop();
dtr = actions[index].dtr;
}
}
}

public override void stop()
{
base.stop();
actions[index].stop();
/// <summary>
/// This method is called after the interval action is stopped.
/// </summary>
public override void stop()
{
base.stop();
actions[index].stop();
}
}
}

+ 68
- 50
src/ActionsBase/ActionRepeat.cs Visa fil

@@ -2,68 +2,86 @@
using System.Collections.Generic;
using UnityEngine;

class ActionRepeat : ActionInterval
namespace coa4u
{
protected ActionInterval action;
protected int count;
protected int counter;
protected bool forever;

public ActionRepeat(ActionInterval tgtAction, int tgtCount)
: base(0)
/// <summary>
/// Runs the given action the several times. Also can repeat the action forever.
/// </summary>
class ActionRepeat : ActionInterval
{
action = tgtAction;
count = tgtCount;
counter = 0;
forever = false;
}

public ActionRepeat(ActionInterval tgtAction)
: base(0)
{
action = tgtAction;
count = 0;
counter = 0;
forever = true;
}
protected ActionInterval action;
protected int count;
protected int counter;
protected bool forever;

public override Action clone()
{
return new ActionRepeat((ActionInterval) action.clone(), count);
}
public ActionRepeat(ActionInterval tgtAction, int tgtCount)
: base(0)
{
action = tgtAction;
count = tgtCount;
counter = 0;
forever = false;
}

public override Action reverse()
{
return new ActionRepeat((ActionInterval) action.reverse(), count);
}
public ActionRepeat(ActionInterval tgtAction)
: base(0)
{
action = tgtAction;
count = 0;
counter = 0;
forever = true;
}

public override void start()
{
base.start();
action.setActor(target);
action.start();
counter = 0;
}
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionRepeat((ActionInterval)action.clone(), count);
}

public override void step(float dt)
{
dt *= timeScale;
if (action.isRunning())
/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
action.step(dt);
return new ActionRepeat((ActionInterval)action.reverse(), count);
}
if (!action.isRunning() && (forever || counter < count - 1))

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
float dtrdata = action.dtr;
base.start();
action.setActor(target);
action.start();
if (dtrdata > 0)
action.step(dtrdata);
counter += 1;
counter = 0;
}
else if (!action.isRunning() && counter >= count - 1)

/// <summary>
/// This method is called every frame update.
/// </summary>
public override void step(float dt)
{
dtr = action.dtr;
stop();
dt *= timeScale;
if (action.running)
{
action.step(dt);
}
if (!action.running && (forever || counter < count - 1))
{
float dtrdata = action.dtr;
action.start();
if (dtrdata > 0)
action.step(dtrdata);
counter += 1;
}
else if (!action.running && counter >= count - 1)
{
dtr = action.dtr;
stop();
}
}
}
}

+ 84
- 63
src/ActionsBase/ActionSequence.cs Visa fil

@@ -2,89 +2,110 @@
using System.Collections.Generic;
using UnityEngine;

class ActionSequence : ActionInterval
namespace coa4u
{
protected Action[] actions;
protected int index;

public ActionSequence(Action action1, Action action2)
: base(0)
/// <summary>
/// Runs several actions in a sequence.
/// </summary>
class ActionSequence : ActionInterval
{
actions = new Action[] {action1, action2};
}
protected ActionInstant[] actions;
protected int index;

public ActionSequence(Action[] actionsList)
: base(0)
{
actions = actionsList;

}

public override Action clone()
{
Action[] aList = new Action[actions.Length];
for (int i = 0; i < actions.Length; i++)
public ActionSequence(ActionInstant action1, ActionInstant action2)
: base(0)
{
aList[i] = actions[i].clone();
actions = new ActionInstant[] { action1, action2 };
}
return new ActionSequence(aList);
}

public override Action reverse()
{
Action[] aList = new Action[actions.Length];
for (int i = 0; i < actions.Length; i++)
public ActionSequence(ActionInstant[] actionsList)
: base(0)
{
aList[actions.Length - 1 - i] = actions[i].reverse();
actions = actionsList;

}
return new ActionSequence(aList);
}

public override void start()
{
base.start();
index = 0;
actions[0].setActor(target);
actions[0].start();
while (!actions[index].isRunning() && index < actions.Length)
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
index += 1;
actions[index].setActor(target);
actions[index].start();
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
aList[i] = actions[i].clone();
}
return new ActionSequence(aList);
}
}

public override void step(float dt)
{
dt *= timeScale;
float dtrdata = 0;
if (actions[index].isRunning())
/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
actions[index].step(dt);
if (!actions[index].isRunning())
dtrdata = actions[index].dtr;
ActionInstant[] aList = new ActionInstant[actions.Length];
for (int i = 0; i < actions.Length; i++)
{
aList[actions.Length - 1 - i] = actions[i].reverse();
}
return new ActionSequence(aList);
}
while (!actions[index].isRunning() && index < actions.Length - 1)

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
index += 1;
actions[index].setActor(target);
actions[index].start();
if (actions[index].isRunning() && dtrdata > 0)
actions[index].step(dtrdata);
base.start();
index = 0;
actions[0].setActor(target);
actions[0].start();
while (!actions[index].running && index < actions.Length)
{
index += 1;
actions[index].setActor(target);
actions[index].start();
}
}
if (!actions[index].isRunning())

/// <summary>
/// This method is called every frame update.
/// </summary>
public override void step(float dt)
{
stop();
dtr = dtrdata;
dt *= timeScale;
float dtrdata = 0;
if (actions[index].running)
{
actions[index].step(dt);
if (!actions[index].running)
dtrdata = actions[index].dtr;
}
while (!actions[index].running && index < actions.Length - 1)
{
index += 1;
actions[index].setActor(target);
actions[index].start();
if (actions[index].running && dtrdata > 0)
actions[index].step(dtrdata);
}
if (!actions[index].running)
{
stop();
dtr = dtrdata;
}
}
}

public override void stop()
{
base.stop();
for (int i = 0; i < actions.Length; i++)
/// <summary>
/// This method is called after the interval action is stopped.
/// </summary>
public override void stop()
{
actions[i].stop();
base.stop();
for (int i = 0; i < actions.Length; i++)
{
actions[i].stop();
}
}
}
}

+ 34
- 0
src/ActionsBase/ActionStop.cs Visa fil

@@ -0,0 +1,34 @@
using System;
using System.Collections.Generic;
using UnityEngine;

namespace coa4u
{
/// <summary>
/// This action stops all actions for the current target.
/// </summary>
class ActionStop : ActionInstant
{
public ActionStop()
: base()
{
}

/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionStop();
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
target.StopAction();
}
}
}

+ 33
- 13
src/ActionsInstant/ActionHide.cs Visa fil

@@ -2,22 +2,42 @@
using System.Collections.Generic;
using UnityEngine;

class ActionHide : Action
namespace coa4u
{

public ActionHide()
: base()
/// <summary>
/// Instantly hides the target. This action does not require the transparency support in shaders.
/// </summary>
class ActionHide : ActionInstant
{
}

public override Action clone()
{
return new ActionHide();
}
public ActionHide()
: base()
{
}

public override void start()
{
base.start();
renderer.enabled = false;
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionHide();
}

/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
return new ActionShow();
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
renderer.enabled = false;
}
}
}

+ 36
- 11
src/ActionsInstant/ActionLog.cs Visa fil

@@ -2,19 +2,44 @@
using System.Collections.Generic;
using UnityEngine;

class ActionLog : Action
namespace coa4u
{
string message;
public ActionLog(string tgtMessage)
: base()
/// <summary>
/// Prints a message in Unity debug console.
/// </summary>
class ActionLog : ActionInstant
{
message = tgtMessage;
}
string message;

public override void start()
{
base.start();
Debug.Log(message);
public ActionLog(string tgtMessage)
: base()
{
message = tgtMessage;
}

/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionLog(message);
}

/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
return new ActionLog(message);
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
Debug.Log(message);
}
}
}

+ 56
- 29
src/ActionsInstant/ActionSendMessage.cs Visa fil

@@ -2,43 +2,70 @@
using System.Collections.Generic;
using UnityEngine;

class ActionSendMessage : Action
namespace coa4u
{
protected string message;
protected object param;
protected SendMessageOptions options = SendMessageOptions.DontRequireReceiver;
public ActionSendMessage(string tgtMessage)
: base()
/// <summary>
/// Sends the message to the current target. First, it checks the Actor's methods cache.
/// If the receiving method found in cache, it will be called directly without passing the message to the GameObject.
/// If there's no listener in cache, message will be sent GameObject (and Unity does it VERY slow).
/// </summary>
class ActionSendMessage : ActionInstant
{
message = tgtMessage;
}
protected string message;
protected object param;
protected SendMessageOptions options = SendMessageOptions.DontRequireReceiver;

public ActionSendMessage(string tgtMessage, object tgtParam)
: base()
{
message = tgtMessage;
param = tgtParam;
}
public ActionSendMessage(string tgtMessage)
: base()
{
message = tgtMessage;
}

public ActionSendMessage(string tgtMessage, object tgtParam, SendMessageOptions tgtOptions)
: base()
{
message = tgtMessage;
param = tgtParam;
options = tgtOptions;
}
public ActionSendMessage(string tgtMessage, object tgtParam)
: base()
{
message = tgtMessage;
param = tgtParam;
}

public override void start()
{
base.start();
if (param != null)
public ActionSendMessage(string tgtMessage, object tgtParam, SendMessageOptions tgtOptions)
: base()
{
message = tgtMessage;
param = tgtParam;
options = tgtOptions;
}

/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
target.SendMessage(message, param);
return new ActionSendMessage(message, param, options);
}
else

/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
return new ActionSendMessage(message, param, options);
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
target.SendMessage(message);
base.start();
if (param != null)
{
target.ReceiveMessage(message, param, options);
}
else
{
target.ReceiveMessage(message, options);
}
}
}
}

+ 58
- 0
src/ActionsInstant/ActionSetDirection.cs Visa fil

@@ -0,0 +1,58 @@
using System;
using System.Collections.Generic;
using UnityEngine;

namespace coa4u
{
/// <summary>
/// Instantly rotates the target to face the given point or actor.
/// </summary>
class ActionSetDirection : ActionInstant
{
protected Vector3 value;
protected Actor other;

public ActionSetDirection(Vector3 tgtValue)
: base()
{
value = tgtValue;
}

public ActionSetDirection(Vector2 tgtValue)
: this((Vector3)tgtValue)
{
is2d = true;
}

public ActionSetDirection(Actor tgtActor)
: base()
{
other = tgtActor;
}

/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionSetDirection(value);
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
if (other != null)
{
value = other.transform.position;
}
if (is2d)
{
value.z = transform.position.z;
}
transform.rotation = Quaternion.LookRotation(transform.position - value);
}
}
}

+ 34
- 22
src/ActionsInstant/ActionSetPlace.cs Visa fil

@@ -2,32 +2,44 @@
using System.Collections.Generic;
using UnityEngine;

class ActionSetPlace : Action
namespace coa4u
{
protected Vector3 value;
public ActionSetPlace(Vector3 tgtPlace)
: base()
/// <summary>
/// Instantly moves the target to the given point.
/// </summary>
class ActionSetPlace : ActionInstant
{
value = tgtPlace;
}
protected Vector3 value;

public ActionSetPlace(Vector2 tgtPlace)
: this((Vector3) tgtPlace)
{
is2d = true;
}
public ActionSetPlace(Vector3 tgtPlace)
: base()
{
value = tgtPlace;
}

public override Action clone()
{
return new ActionSetPlace(value);
}
public ActionSetPlace(Vector2 tgtPlace)
: this((Vector3)tgtPlace)
{
is2d = true;
}

public override void start()
{
base.start();
if (is2d)
value.z = transform.position.z;
transform.position = value;
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionSetPlace(value);
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
if (is2d)
value.z = transform.position.z;
transform.position = value;
}
}
}

+ 31
- 20
src/ActionsInstant/ActionSetRotation.cs Visa fil

@@ -2,31 +2,42 @@
using System.Collections.Generic;
using UnityEngine;

class ActionSetRotation : Action
namespace coa4u
{
protected Vector3 value;
public ActionSetRotation(Vector3 tgtValue)
: base()
/// <summary>
/// Instantly rotates the target.
/// </summary>
class ActionSetRotation : ActionInstant
{
value = tgtValue;
}
protected Vector3 value;

public ActionSetRotation(float angle)
: this(new Vector3(0, 0, angle))
{
is2d = true;
}
public ActionSetRotation(Vector3 tgtValue)
: base()
{
value = tgtValue;
}

public override Action clone()
{
return new ActionSetRotation(value);
}
public ActionSetRotation(float angle)
: this(new Vector3(0, 0, angle))
{
is2d = true;
}

public override void start()
{
base.start();
transform.rotation = Quaternion.Euler(value);
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionSetRotation(value);
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
transform.rotation = Quaternion.Euler(value);
}
}
}

+ 29
- 12
src/ActionsInstant/ActionSetTint.cs Visa fil

@@ -2,20 +2,37 @@
using System.Collections.Generic;
using UnityEngine;

class ActionSetTint : Action
namespace coa4u
{
public Vector4 color;
protected const float coeff = 1F / 255F;

public ActionSetTint(Vector4 tgtColor)
: base()
/// <summary>
/// Instantly tints the target to the given color.
/// </summary>
class ActionSetTint : ActionInstant
{
color = tgtColor * coeff;
}
public Vector4 color;
protected const float coeff = 1F / 255F;

public override void start()
{
base.start();
renderer.material.color = new Color(color[0], color[1], color[2], color[3]);
public ActionSetTint(Vector4 tgtColor)
: base()
{
color = tgtColor * coeff;
}

/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionSetTint(color * 255F);
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
renderer.material.color = new Color(color[0], color[1], color[2], color[3]);
}
}
}

+ 33
- 13
src/ActionsInstant/ActionShow.cs Visa fil

@@ -2,22 +2,42 @@
using System.Collections.Generic;
using UnityEngine;

class ActionShow : Action
namespace coa4u
{

public ActionShow()
: base()
/// <summary>
/// Instantly shows the hidden target. This action does not require the transparency support in shaders.
/// </summary>
class ActionShow : ActionInstant
{
}

public override Action clone()
{
return new ActionShow();
}
public ActionShow()
: base()
{
}

public override void start()
{
base.start();
renderer.enabled = true;
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionShow();
}

/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
return new ActionHide();
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
renderer.enabled = true;
}
}
}

+ 34
- 9
src/ActionsInstant/ActionToggleVisibility.cs Visa fil

@@ -2,17 +2,42 @@
using System.Collections.Generic;
using UnityEngine;

class ActionToggleVisibility : Action
namespace coa4u
{

public ActionToggleVisibility()
: base()
/// <summary>
/// Instantly hides the target or showes it, if it's hidden. This action does not require the transparency support in shaders.
/// </summary>
class ActionToggleVisibility : ActionInstant
{
}

public override void start()
{
base.start();
renderer.enabled = !renderer.enabled;
public ActionToggleVisibility()
: base()
{
}

/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionToggleVisibility();
}

/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
return new ActionToggleVisibility();
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
renderer.enabled = !renderer.enabled;
}
}
}

+ 62
- 44
src/ActionsInterval/ActionBezierAbs.cs Visa fil

@@ -2,58 +2,76 @@
using System.Collections.Generic;
using UnityEngine;

class ActionBezierAbs : ActionInterval
namespace coa4u
{
protected Vector3 startPoint;
protected Vector3 endPoint;
protected Vector3 startControlPoint;
protected Vector3 endControlPoint;

public ActionBezierAbs(Vector3 tgtStart, Vector3 tgtSCP, Vector3 tgtECP, Vector3 tgtEnd, float tgtDuration)
: base(tgtDuration)
/// <summary>
/// Moves the target with a cubic Bezier in absolute coordinates (if the target is not in the start point, it'll be positioned there when the action starts).
/// </summary>
class ActionBezierAbs : ActionInterval
{
startPoint = tgtStart;
endPoint = tgtEnd;
startControlPoint = tgtSCP;
endControlPoint = tgtECP;
}
protected Vector3 startPoint;
protected Vector3 endPoint;
protected Vector3 startControlPoint;
protected Vector3 endControlPoint;

public ActionBezierAbs(Vector2 tgtStart, Vector2 tgtSCP, Vector2 tgtECP, Vector2 tgtEnd, float tgtDuration)
: this((Vector3) tgtStart, (Vector3) tgtSCP, (Vector3) tgtECP, (Vector3) tgtEnd, tgtDuration)
{
is2d = true;
}
public ActionBezierAbs(Vector3 tgtStart, Vector3 tgtSCP, Vector3 tgtECP, Vector3 tgtEnd, float tgtDuration)
: base(tgtDuration)
{
startPoint = tgtStart;
endPoint = tgtEnd;
startControlPoint = tgtSCP;
endControlPoint = tgtECP;
}

public override Action clone()
{
return new ActionBezierAbs(startPoint, startControlPoint, endControlPoint, endPoint, duration);
}
public ActionBezierAbs(Vector2 tgtStart, Vector2 tgtSCP, Vector2 tgtECP, Vector2 tgtEnd, float tgtDuration)
: this((Vector3)tgtStart, (Vector3)tgtSCP, (Vector3)tgtECP, (Vector3)tgtEnd, tgtDuration)
{
is2d = true;
}

public override Action reverse()
{
return new ActionBezierAbs(endPoint, endControlPoint, startControlPoint, startPoint, duration);
}
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionBezierAbs(startPoint, startControlPoint, endControlPoint, endPoint, duration);
}

public override void start()
{
base.start();
float z = transform.position.z;
if (is2d)
/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
startPoint.z = z;
endPoint.z = z;
startControlPoint.z = z;
endControlPoint.z = z;
return new ActionBezierAbs(endPoint, endControlPoint, startControlPoint, startPoint, duration);
}
}

public override void stepInterval(float dt)
{
float t = timer / duration;
Vector3 newPosition = (((-startPoint
+ 3 * (startControlPoint - endControlPoint) + endPoint) * t
+ (3 * (startPoint + endControlPoint) - 6 * startControlPoint)) * t +
3 * (startControlPoint - startPoint)) * t + startPoint;
transform.position = newPosition;
/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
float z = transform.position.z;
if (is2d)
{
startPoint.z = z;
endPoint.z = z;
startControlPoint.z = z;
endControlPoint.z = z;
}
}

/// <summary>
/// This method is called every frame update.
/// </summary>
public override void stepInterval(float dt)
{
float t = timer / duration;
Vector3 newPosition = (((-startPoint
+ 3 * (startControlPoint - endControlPoint) + endPoint) * t
+ (3 * (startPoint + endControlPoint) - 6 * startControlPoint)) * t +
3 * (startControlPoint - startPoint)) * t + startPoint;
transform.position = newPosition;
}
}
}

+ 62
- 44
src/ActionsInterval/ActionBezierRel.cs Visa fil

@@ -2,56 +2,74 @@
using System.Collections.Generic;
using UnityEngine;

class ActionBezierRel : ActionInterval
namespace coa4u
{
protected Vector3 ep;
protected Vector3 cp1;
protected Vector3 cp2;
protected Vector3 startPoint;
protected Vector3 endPoint;
protected Vector3 startControlPoint;
protected Vector3 endControlPoint;

public ActionBezierRel(Vector3 tgtSCP, Vector3 tgtECP, Vector3 tgtEnd, float tgtDuration)
: base(tgtDuration)
/// <summary>
/// Moves the target with a cubic Bezier in relative coordinates.
/// </summary>
class ActionBezierRel : ActionInterval
{
ep = tgtEnd;
cp1 = tgtSCP;
cp2 = tgtECP;
}
protected Vector3 ep;
protected Vector3 cp1;
protected Vector3 cp2;
protected Vector3 startPoint;
protected Vector3 endPoint;
protected Vector3 startControlPoint;
protected Vector3 endControlPoint;

public ActionBezierRel(Vector2 tgtSCP, Vector2 tgtECP, Vector2 tgtEnd, float tgtDuration)
: this((Vector3)tgtSCP, (Vector3)tgtECP, (Vector3)tgtEnd, tgtDuration)
{
is2d = true;
}
public ActionBezierRel(Vector3 tgtSCP, Vector3 tgtECP, Vector3 tgtEnd, float tgtDuration)
: base(tgtDuration)
{
ep = tgtEnd;
cp1 = tgtSCP;
cp2 = tgtECP;
}

public override Action clone()
{
return new ActionBezierRel(startControlPoint, endControlPoint, endPoint, duration);
}
public ActionBezierRel(Vector2 tgtSCP, Vector2 tgtECP, Vector2 tgtEnd, float tgtDuration)
: this((Vector3)tgtSCP, (Vector3)tgtECP, (Vector3)tgtEnd, tgtDuration)
{
is2d = true;
}

public override Action reverse()
{
return new ActionBezierRel(-startControlPoint, -endControlPoint, -endPoint, duration);
}
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionBezierRel(startControlPoint, endControlPoint, endPoint, duration);
}

public override void start()
{
base.start();
startPoint = target.transform.position;
endPoint = startPoint + ep;
startControlPoint = startPoint + cp1;
endControlPoint = startControlPoint + cp2;
}
/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
return new ActionBezierRel(-startControlPoint, -endControlPoint, -endPoint, duration);
}

public override void stepInterval(float dt)
{
float t = timer / duration;
Vector3 newPosition = (((-startPoint
+ 3 * (startControlPoint - endControlPoint) + endPoint) * t
+ (3 * (startPoint + endControlPoint) - 6 * startControlPoint)) * t +
3 * (startControlPoint - startPoint)) * t + startPoint;
transform.position = newPosition;
/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
startPoint = target.transform.position;
endPoint = startPoint + ep;
startControlPoint = startPoint + cp1;
endControlPoint = startControlPoint + cp2;
}

/// <summary>
/// This method is called every frame update.
/// </summary>
public override void stepInterval(float dt)
{
float t = timer / duration;
Vector3 newPosition = (((-startPoint
+ 3 * (startControlPoint - endControlPoint) + endPoint) * t
+ (3 * (startPoint + endControlPoint) - 6 * startControlPoint)) * t +
3 * (startControlPoint - startPoint)) * t + startPoint;
transform.position = newPosition;
}
}
}

+ 43
- 31
src/ActionsInterval/ActionBlink.cs Visa fil

@@ -2,49 +2,61 @@
using System.Collections.Generic;
using UnityEngine;

class ActionBlink : ActionRepeat
namespace coa4u
{
protected bool randomDelay;
protected ActionDelay delay = new ActionDelay(0);
protected Action[] blinkSeq;
protected float durationMin;
protected float durationMax;

public ActionBlink(int tgtBlinks, float tgtDuration)
: base(null, 0)
/// <summary>
/// Blinks the target.
/// </summary>
class ActionBlink : ActionRepeat
{
durationMin = tgtDuration;
durationMax = tgtDuration;
count = (tgtBlinks) * 2;
blinkSeq = new Action[]
protected bool randomDelay;
protected ActionDelay delay = new ActionDelay(0);
protected ActionInstant[] blinkSeq;
protected float durationMin;
protected float durationMax;

public ActionBlink(int tgtBlinks, float tgtDuration)
: base(null, 0)
{
durationMin = tgtDuration;
durationMax = tgtDuration;
count = (tgtBlinks) * 2;
blinkSeq = new ActionInstant[]
{
new ActionToggleVisibility(),
new ActionDelay(tgtDuration / tgtBlinks)
};
action = new ActionSequence(blinkSeq);
}
action = new ActionSequence(blinkSeq);
}

public ActionBlink(int tgtBlinks, float tgtDurationMin, float tgtDurationMax)
: base(null, 0)
{
durationMin = tgtDurationMin;
durationMax = tgtDurationMax;
count = (tgtBlinks) * 2;
blinkSeq = new Action[]
public ActionBlink(int tgtBlinks, float tgtDurationMin, float tgtDurationMax)
: base(null, 0)
{
durationMin = tgtDurationMin;
durationMax = tgtDurationMax;
count = (tgtBlinks) * 2;
blinkSeq = new ActionInstant[]
{
new ActionToggleVisibility(),
new ActionDelay(tgtDurationMin / tgtBlinks, tgtDurationMax / tgtBlinks)
};
action = new ActionSequence(blinkSeq);
}
action = new ActionSequence(blinkSeq);
}

public override Action clone()
{
return new ActionBlink(count / 2 - 1, durationMin, durationMax);
}
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionBlink(count / 2 - 1, durationMin, durationMax);
}

public override Action reverse()
{
return new ActionBlink(count / 2 - 1, durationMin, durationMax);
/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
return new ActionBlink(count / 2 - 1, durationMin, durationMax);
}
}
}

+ 29
- 20
src/ActionsInterval/ActionDelay.cs Visa fil

@@ -2,31 +2,40 @@
using System.Collections.Generic;
using UnityEngine;

class ActionDelay : ActionInterval
namespace coa4u
{
protected float durationMin;
protected float durationMax;

public ActionDelay(float tgtDuration)
: base(tgtDuration)
/// <summary>
/// Delays the action for the given amount of seconds.
/// </summary>
class ActionDelay : ActionInterval
{
durationMin = tgtDuration;
durationMax = tgtDuration;
}
protected float durationMin;
protected float durationMax;

public ActionDelay(float tgtDuration, float tgtDurationMax)
: base(tgtDuration)
{
durationMin = tgtDuration;
durationMax = tgtDurationMax;
}
public ActionDelay(float tgtDuration)
: base(tgtDuration)
{
durationMin = tgtDuration;
durationMax = tgtDuration;
}

public override void start()
{
base.start();
if (durationMax != null)
public ActionDelay(float tgtDuration, float tgtDurationMax)
: base(tgtDuration)
{
durationMin = tgtDuration;
durationMax = tgtDurationMax;
}

/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
duration = UnityEngine.Random.Range(durationMin, durationMax);
base.start();
if (durationMax != null)
{
duration = UnityEngine.Random.Range(durationMin, durationMax);
}
}
}
}

+ 36
- 21
src/ActionsInterval/ActionFadeBy.cs Visa fil

@@ -2,31 +2,46 @@
using System.Collections.Generic;
using UnityEngine;

class ActionFadeBy : ActionInterval
namespace coa4u
{
protected float delta;
public ActionFadeBy(float tgtDelta, float tgtDuration)
: base(tgtDuration)
/// <summary>
/// Fades the target by the given alpha value. The tartet shaders should support transparency in order to use this action.
/// </summary>
class ActionFadeBy : ActionInterval
{
delta = tgtDelta;
}
protected float delta;

public override Action clone()
{
return new ActionFadeBy(delta, duration);
}
public ActionFadeBy(float tgtDelta, float tgtDuration)
: base(tgtDuration)
{
delta = tgtDelta;
}

public override Action reverse()
{
return new ActionFadeBy(-delta, duration);
}
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionFadeBy(delta, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Color tgtColor = renderer.material.color;
tgtColor[3] += delta * d;
renderer.material.color = tgtColor;
/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
return new ActionFadeBy(-delta, duration);
}

/// <summary>
/// This method is called every frame update.
/// </summary>
public override void stepInterval(float dt)
{
float d = dt / duration;
Color tgtColor = renderer.material.color;
tgtColor[3] += delta * d;
renderer.material.color = tgtColor;
}
}
}

+ 24
- 12
src/ActionsInterval/ActionFadeIn.cs Visa fil

@@ -2,21 +2,33 @@
using System.Collections.Generic;
using UnityEngine;

class ActionFadeIn : ActionFadeTo
namespace coa4u
{

public ActionFadeIn(float tgtDuration)
: base(1, tgtDuration)
/// <summary>
/// Fades in the target. The tartet shaders should support transparency in order to use this action.
/// </summary>
class ActionFadeIn : ActionFadeTo
{
}

public override Action clone()
{
return new ActionFadeIn(duration);
}
public ActionFadeIn(float tgtDuration)
: base(1, tgtDuration)
{
}

public override Action reverse()
{
return new ActionFadeIn(duration);
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionFadeIn(duration);
}

/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
return new ActionFadeOut(duration);
}
}
}

+ 24
- 12
src/ActionsInterval/ActionFadeOut.cs Visa fil

@@ -2,21 +2,33 @@
using System.Collections.Generic;
using UnityEngine;

class ActionFadeOut : ActionFadeTo
namespace coa4u
{

public ActionFadeOut(float tgtDuration)
: base(0, tgtDuration)
/// <summary>
/// Fades out the target. The tartet shaders should support transparency in order to use this action.
/// </summary>
class ActionFadeOut : ActionFadeTo
{
}

public override Action clone()
{
return new ActionFadeOut(duration);
}
public ActionFadeOut(float tgtDuration)
: base(0, tgtDuration)
{
}

public override Action reverse()
{
return new ActionFadeOut(duration);
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionFadeOut(duration);
}

/// <summary>
/// Returns the reversed version of the action, if it is possible.
/// </summary>
public override ActionInstant reverse()
{
return new ActionFadeIn(duration);
}
}
}

+ 38
- 23
src/ActionsInterval/ActionFadeTo.cs Visa fil

@@ -2,33 +2,48 @@
using System.Collections.Generic;
using UnityEngine;

class ActionFadeTo : ActionInterval
namespace coa4u
{
protected float value;
protected float delta;

public ActionFadeTo(float tgtValue, float tgtDuration)
: base(tgtDuration)
/// <summary>
/// Fades the target to the given alpha value. The tartet shaders should support transparency in order to use this action.
/// </summary>
class ActionFadeTo : ActionInterval
{
value = tgtValue;
}
protected float value;
protected float delta;

public override Action clone()
{
return new ActionFadeTo(value, duration);
}
public ActionFadeTo(float tgtValue, float tgtDuration)
: base(tgtDuration)
{
value = tgtValue;
}

public override void start()
{
base.start();
delta = value - renderer.material.color.a;
}
/// <summary>
/// Returns a copy of the action.
/// </summary>
public override ActionInstant clone()
{
return new ActionFadeTo(value, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Color tgtColor = renderer.material.color;
tgtColor[3] += delta * d;
renderer.material.color = tgtColor;
/// <summary>
/// This method is called at the action start.
/// </summary>
public override void start()
{
base.start();
delta = value - renderer.material.color.a;
}

/// <summary>
/// This method is called every frame update.
/// </summary>
public override void stepInterval(float dt)
{
float d = dt / duration;
Color tgtColor = renderer.material.color;
tgtColor[3] += delta * d;
renderer.material.color = tgtColor;
}
}
}

+ 38
- 35
src/ActionsInterval/ActionJumpBy.cs Visa fil

@@ -2,48 +2,51 @@
using System.Collections.Generic;
using UnityEngine;

class ActionJumpBy : ActionSequence
namespace coa4u
{
protected Vector3 point;
float height;
int jumps;

public ActionJumpBy(Vector3 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
: base(new Action[tgtJumps])
class ActionJumpBy : ActionSequence
{
point = tgtPoint;
jumps = tgtJumps;
height = tgtHeight;
duration = tgtDuration;
}
protected Vector3 point;
float height;
int jumps;

public ActionJumpBy(Vector2 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
: this((Vector3)tgtPoint, tgtHeight, tgtJumps, tgtDuration)
{
is2d = true;
}
public ActionJumpBy(Vector3 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
: base(new ActionInstant[tgtJumps])
{
point = tgtPoint;
jumps = tgtJumps;
height = tgtHeight;
duration = tgtDuration;
}

public override Action clone()
{
return new ActionJumpBy(point, height, jumps, duration);
}
public ActionJumpBy(Vector2 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
: this((Vector3)tgtPoint, tgtHeight, tgtJumps, tgtDuration)
{
is2d = true;
}

public override Action reverse()
{
return new ActionJumpBy(-point, height, jumps, duration);
}
public override ActionInstant clone()
{
return new ActionJumpBy(point, height, jumps, duration);
}

public override void start()
{
float coeff = 1F / jumps;
Vector3 end = point * coeff;
Vector3 cp1 = Vector3.up * height;
Vector3 cp2 = end + cp1;
ActionBezierRel singleJump = new ActionBezierRel(cp1, cp2, end, duration * coeff);
for (int i = 0; i < jumps; i++)
public override ActionInstant reverse()
{
return new ActionJumpBy(-point, height, jumps, duration);
}

public override void start()
{
actions[i] = singleJump;
float coeff = 1F / jumps;
Vector3 end = point * coeff;
Vector3 cp1 = Vector3.up * height;
Vector3 cp2 = end + cp1;
ActionBezierRel singleJump = new ActionBezierRel(cp1, cp2, end, duration * coeff);
for (int i = 0; i < jumps; i++)
{
actions[i] = singleJump;
}
base.start();
}
base.start();
}
}

+ 37
- 34
src/ActionsInterval/ActionJumpTo.cs Visa fil

@@ -2,46 +2,49 @@
using System.Collections.Generic;
using UnityEngine;

class ActionJumpTo : ActionSequence
namespace coa4u
{
protected Vector3 point;
float height;
int jumps;

public ActionJumpTo(Vector3 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
: base(new Action[tgtJumps])
class ActionJumpTo : ActionSequence
{
point = tgtPoint;
jumps = tgtJumps;
height = tgtHeight;
duration = tgtDuration;
}
protected Vector3 point;
float height;
int jumps;

public ActionJumpTo(Vector2 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
: this((Vector3)tgtPoint, tgtHeight, tgtJumps, tgtDuration)
{
is2d = true;
}
public ActionJumpTo(Vector3 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
: base(new ActionInstant[tgtJumps])
{
point = tgtPoint;
jumps = tgtJumps;
height = tgtHeight;
duration = tgtDuration;
}

public override Action clone()
{
return new ActionJumpTo(point, height, jumps, duration);
}
public ActionJumpTo(Vector2 tgtPoint, float tgtHeight, int tgtJumps, float tgtDuration)
: this((Vector3)tgtPoint, tgtHeight, tgtJumps, tgtDuration)
{
is2d = true;
}

public override void start()
{
float coeff = 1F / jumps;
if (is2d)
point.z = transform.position.z;
Vector3 start = target.gameObject.transform.position;
Vector3 end = (point - start) * coeff;
Vector3 cp1 = Vector3.up * height;
Vector3 cp2 = end + cp1;
ActionBezierRel singleJump = new ActionBezierRel(cp1, cp2, end, duration * coeff);
for (int i = 0; i < jumps; i++)
public override ActionInstant clone()
{
return new ActionJumpTo(point, height, jumps, duration);
}

public override void start()
{
actions[i] = singleJump;
float coeff = 1F / jumps;
if (is2d)
point.z = transform.position.z;
Vector3 start = target.gameObject.transform.position;
Vector3 end = (point - start) * coeff;
Vector3 cp1 = Vector3.up * height;
Vector3 cp2 = end + cp1;
ActionBezierRel singleJump = new ActionBezierRel(cp1, cp2, end, duration * coeff);
for (int i = 0; i < jumps; i++)
{
actions[i] = singleJump;
}
base.start();
}
base.start();
}
}

+ 28
- 25
src/ActionsInterval/ActionMoveBy.cs Visa fil

@@ -2,36 +2,39 @@
using System.Collections.Generic;
using UnityEngine;

class ActionMoveBy : ActionInterval
namespace coa4u
{
protected Vector3 delta;

public ActionMoveBy(Vector3 tgtDelta, float tgtDuration)
: base(tgtDuration)
class ActionMoveBy : ActionInterval
{
delta = tgtDelta;
}
protected Vector3 delta;

public ActionMoveBy(Vector2 tgtValue, float tgtDuration)
: this((Vector3) tgtValue, tgtDuration)
{
is2d = true;
}
public ActionMoveBy(Vector3 tgtDelta, float tgtDuration)
: base(tgtDuration)
{
delta = tgtDelta;
}

public override Action clone()
{
return new ActionMoveBy(delta, duration);
}
public ActionMoveBy(Vector2 tgtValue, float tgtDuration)
: this((Vector3)tgtValue, tgtDuration)
{
is2d = true;
}

public override Action reverse()
{
return new ActionMoveBy(delta * -1F, duration);
}
public override ActionInstant clone()
{
return new ActionMoveBy(delta, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = delta * d;
transform.Translate(tgt, Space.World);
public override ActionInstant reverse()
{
return new ActionMoveBy(delta * -1F, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = delta * d;
transform.Translate(tgt, Space.World);
}
}
}

+ 32
- 29
src/ActionsInterval/ActionMoveTo.cs Visa fil

@@ -2,40 +2,43 @@
using System.Collections.Generic;
using UnityEngine;

class ActionMoveTo : ActionInterval
namespace coa4u
{
protected Vector3 value;
protected Vector3 path;

public ActionMoveTo(Vector3 tgtValue, float tgtDuration)
: base(tgtDuration)
class ActionMoveTo : ActionInterval
{
value = tgtValue;
}
protected Vector3 value;
protected Vector3 path;

public ActionMoveTo(Vector2 tgtValue, float tgtDuration)
: this((Vector3) tgtValue, tgtDuration)
{
is2d = true;
}
public ActionMoveTo(Vector3 tgtValue, float tgtDuration)
: base(tgtDuration)
{
value = tgtValue;
}

public override Action clone()
{
return new ActionMoveBy(value, duration);
}
public ActionMoveTo(Vector2 tgtValue, float tgtDuration)
: this((Vector3)tgtValue, tgtDuration)
{
is2d = true;
}

public override void start()
{
base.start();
if (is2d)
value.z = transform.position.z;
path = value - transform.position;
}
public override ActionInstant clone()
{
return new ActionMoveBy(value, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = path * d;
transform.Translate(tgt, Space.World);
public override void start()
{
base.start();
if (is2d)
value.z = transform.position.z;
path = value - transform.position;
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = path * d;
transform.Translate(tgt, Space.World);
}
}
}

+ 28
- 25
src/ActionsInterval/ActionRotateBy.cs Visa fil

@@ -2,36 +2,39 @@
using System.Collections.Generic;
using UnityEngine;

class ActionRotateBy : ActionInterval
namespace coa4u
{
protected Vector3 delta;

public ActionRotateBy(Vector3 tgtDelta, float tgtDuration)
: base(tgtDuration)
class ActionRotateBy : ActionInterval
{
delta = tgtDelta;
}
protected Vector3 delta;

public ActionRotateBy(float angle, float tgtDuration)
: this(new Vector3(0, 0, angle), tgtDuration)
{
is2d = true;
}
public ActionRotateBy(Vector3 tgtDelta, float tgtDuration)
: base(tgtDuration)
{
delta = tgtDelta;
}

public override Action clone()
{
return new ActionRotateBy(delta, duration);
}
public ActionRotateBy(float angle, float tgtDuration)
: this(new Vector3(0, 0, angle), tgtDuration)
{
is2d = true;
}

public override Action reverse()
{
return new ActionRotateBy(delta * -1F, duration);
}
public override ActionInstant clone()
{
return new ActionRotateBy(delta, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = delta * d;
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + tgt);
public override ActionInstant reverse()
{
return new ActionRotateBy(delta * -1F, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = delta * d;
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + tgt);
}
}
}

+ 37
- 34
src/ActionsInterval/ActionRotateTo.cs Visa fil

@@ -2,46 +2,49 @@
using System.Collections.Generic;
using UnityEngine;

class ActionRotateTo : ActionInterval
namespace coa4u
{
protected Vector3 value;
protected Vector3 path;

public ActionRotateTo(Vector3 tgtValue, float tgtDuration)
: base(tgtDuration)
class ActionRotateTo : ActionInterval
{
value = tgtValue;
}
protected Vector3 value;
protected Vector3 path;

public ActionRotateTo(float angle, float tgtDuration)
: this(new Vector3(0, 0, angle), tgtDuration)
{
is2d = true;
}
public ActionRotateTo(Vector3 tgtValue, float tgtDuration)
: base(tgtDuration)
{
value = tgtValue;
}

public override Action clone()
{
return new ActionRotateTo(value, duration);
}
public ActionRotateTo(float angle, float tgtDuration)
: this(new Vector3(0, 0, angle), tgtDuration)
{
is2d = true;
}

public override void start()
{
base.start();
path = new Vector3();
for (int i = 0; i < 3; i++)
public override ActionInstant clone()
{
float t = value[i];
float f = transform.rotation.eulerAngles[i];
if (Math.Abs(t - f) < Math.Abs(t + 360 - f))
path[i] = t - f;
else
path[i] = t + 360 - f;
return new ActionRotateTo(value, duration);
}

public override void start()
{
base.start();
path = new Vector3();
for (int i = 0; i < 3; i++)
{
float t = value[i];
float f = transform.rotation.eulerAngles[i];
if (Math.Abs(t - f) < Math.Abs(t + 360 - f))
path[i] = t - f;
else
path[i] = t + 360 - f;
}
}
public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = path * d;
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + tgt);
}
}
public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = path * d;
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles + tgt);
}
}

+ 48
- 45
src/ActionsInterval/ActionScaleBy.cs Visa fil

@@ -2,52 +2,55 @@
using System.Collections.Generic;
using UnityEngine;

class ActionScaleBy : ActionInterval
namespace coa4u
{
protected Vector3 delta;
protected Vector3 path;

public ActionScaleBy(Vector3 tgtDelta, float tgtDuration)
: base(tgtDuration)
{
delta = tgtDelta;
}

public ActionScaleBy(Vector2 tgtValue, float tgtDuration)
: this((Vector3)tgtValue, tgtDuration)
{
is2d = true;
}

public override Action clone()
{
return new ActionScaleBy(delta, duration);
}

public override Action reverse()
{
return new ActionScaleBy(delta * -1F, duration);
}

public override void start()
{
base.start();
Vector3 scale = transform.localScale;
scale.x *= delta.x;
scale.y *= delta.y;
scale.z *= delta.z;
path = scale - transform.localScale;
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = path * d;
transform.localScale += tgt;
}

public override void stop()
class ActionScaleBy : ActionInterval
{
base.stop();
protected Vector3 delta;
protected Vector3 path;

public ActionScaleBy(Vector3 tgtDelta, float tgtDuration)
: base(tgtDuration)
{
delta = tgtDelta;
}

public ActionScaleBy(Vector2 tgtValue, float tgtDuration)
: this((Vector3)tgtValue, tgtDuration)
{
is2d = true;
}

public override ActionInstant clone()
{
return new ActionScaleBy(delta, duration);
}

public override ActionInstant reverse()
{
return new ActionScaleBy(delta * -1F, duration);
}

public override void start()
{
base.start();
Vector3 scale = transform.localScale;
scale.x *= delta.x;
scale.y *= delta.y;
scale.z *= delta.z;
path = scale - transform.localScale;
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = path * d;
transform.localScale += tgt;
}

public override void stop()
{
base.stop();
}
}
}

+ 32
- 29
src/ActionsInterval/ActionScaleTo.cs Visa fil

@@ -2,40 +2,43 @@
using System.Collections.Generic;
using UnityEngine;

class ActionScaleTo : ActionInterval
namespace coa4u
{
protected Vector3 value;
protected Vector3 path;

public ActionScaleTo(Vector3 tgtValue, float tgtDuration)
: base(tgtDuration)
class ActionScaleTo : ActionInterval
{
value = tgtValue;
}
protected Vector3 value;
protected Vector3 path;

public ActionScaleTo(Vector2 tgtValue, float tgtDuration)
: this((Vector3) tgtValue, tgtDuration)
{
is2d = true;
}
public ActionScaleTo(Vector3 tgtValue, float tgtDuration)
: base(tgtDuration)
{
value = tgtValue;
}

public override Action clone()
{
return new ActionScaleTo(value, duration);
}
public ActionScaleTo(Vector2 tgtValue, float tgtDuration)
: this((Vector3)tgtValue, tgtDuration)
{
is2d = true;
}

public override void start()
{
base.start();
if (is2d)
value.z = transform.localScale.z;
path = value - transform.localScale;
}
public override ActionInstant clone()
{
return new ActionScaleTo(value, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = path * d;
transform.localScale += tgt;
public override void start()
{
base.start();
if (is2d)
value.z = transform.localScale.z;
path = value - transform.localScale;
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = path * d;
transform.localScale += tgt;
}
}
}

+ 34
- 31
src/ActionsInterval/ActionSkewBy.cs Visa fil

@@ -2,44 +2,47 @@
using System.Collections.Generic;
using UnityEngine;

class ActionSkewBy : ActionInterval
namespace coa4u
{
protected Vector3 skewAngles1;
protected Vector3 skewAngles2;
protected Mesh mesh;

public ActionSkewBy(Vector3 tgtAngles1, Vector3 tgtAngles2, float tgtDuration)
: base(tgtDuration)
class ActionSkewBy : ActionInterval
{
skewAngles1 = tgtAngles1;
skewAngles2 = tgtAngles2;
}
protected Vector3 skewAngles1;
protected Vector3 skewAngles2;
protected Mesh mesh;

public override Action clone()
{
return new ActionSkewBy(skewAngles1, skewAngles2, duration);
}
public ActionSkewBy(Vector3 tgtAngles1, Vector3 tgtAngles2, float tgtDuration)
: base(tgtDuration)
{
skewAngles1 = tgtAngles1;
skewAngles2 = tgtAngles2;
}

public override Action reverse()
{
return new ActionSkewBy(-skewAngles1, -skewAngles2, duration);
}
public override ActionInstant clone()
{
return new ActionSkewBy(skewAngles1, skewAngles2, duration);
}

public override void start()
{
base.start();
if (!(target is MeshActor))
public override ActionInstant reverse()
{
throw new Exception("You should use MeshActor class instead of Actor, if you want to skew your object.");
return new ActionSkewBy(-skewAngles1, -skewAngles2, duration);
}
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = skewAngles1 * d;
((MeshActor)target).skewAngles1 += tgt;
tgt = skewAngles2 * d;
((MeshActor)target).skewAngles2 += tgt;
public override void start()
{
base.start();
if (!(target is Actor))
{
throw new Exception("You should use Actor class instead of Actor, if you want to skew your object.");
}
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector3 tgt = skewAngles1 * d;
((Actor)target).skewAngles1 += tgt;
tgt = skewAngles2 * d;
((Actor)target).skewAngles2 += tgt;
}
}
}

+ 33
- 30
src/ActionsInterval/ActionTintBy.cs Visa fil

@@ -2,41 +2,44 @@
using System.Collections.Generic;
using UnityEngine;

class ActionTintBy : ActionInterval
namespace coa4u
{
protected Vector4 color;
protected const float coeff = 1F / 255F;

public ActionTintBy(Vector4 tgtColor, float tgtDuration)
: base(tgtDuration)
class ActionTintBy : ActionInterval
{
color = tgtColor * coeff;
}
protected Vector4 color;
protected const float coeff = 1F / 255F;

public ActionTintBy(Vector3 tgtColor, float tgtDuration)
: this(new Vector4(tgtColor.x, tgtColor.y, tgtColor.z), tgtDuration)
{
}
public ActionTintBy(Vector4 tgtColor, float tgtDuration)
: base(tgtDuration)
{
color = tgtColor * coeff;
}

public override Action clone()
{
return new ActionTintBy(color / coeff, duration);
}
public ActionTintBy(Vector3 tgtColor, float tgtDuration)
: this(new Vector4(tgtColor.x, tgtColor.y, tgtColor.z), tgtDuration)
{
}

public override Action reverse()
{
return new ActionTintBy(-color / coeff, duration);
}
public override ActionInstant clone()
{
return new ActionTintBy(color / coeff, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector4 tgt = color * d;
Color tgtColor = renderer.material.color;
tgtColor[0] += tgt[0];
tgtColor[1] += tgt[1];
tgtColor[2] += tgt[2];
tgtColor[3] += tgt[3];
renderer.material.color = tgtColor;
public override ActionInstant reverse()
{
return new ActionTintBy(-color / coeff, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector4 tgt = color * d;
Color tgtColor = renderer.material.color;
tgtColor[0] += tgt[0];
tgtColor[1] += tgt[1];
tgtColor[2] += tgt[2];
tgtColor[3] += tgt[3];
renderer.material.color = tgtColor;
}
}
}

+ 40
- 37
src/ActionsInterval/ActionTintTo.cs Visa fil

@@ -2,48 +2,51 @@
using System.Collections.Generic;
using UnityEngine;

class ActionTintTo : ActionInterval
namespace coa4u
{
protected Vector4 color;
protected Vector4 path;
protected const float coeff = 1F / 255F;

public ActionTintTo(Vector4 tgtColor, float tgtDuration)
: base(tgtDuration)
class ActionTintTo : ActionInterval
{
color = tgtColor * coeff;
path = Vector4.zero;
}
protected Vector4 color;
protected Vector4 path;
protected const float coeff = 1F / 255F;

public ActionTintTo(Vector3 tgtColor, float tgtDuration)
: this(new Vector4(tgtColor.x, tgtColor.y, tgtColor.z), tgtDuration)
{
}
public ActionTintTo(Vector4 tgtColor, float tgtDuration)
: base(tgtDuration)
{
color = tgtColor * coeff;
path = Vector4.zero;
}

public override Action clone()
{
return new ActionTintTo(color / coeff, duration);
}
public ActionTintTo(Vector3 tgtColor, float tgtDuration)
: this(new Vector4(tgtColor.x, tgtColor.y, tgtColor.z), tgtDuration)
{
}

public override void start()
{
base.start();
Color tgtColor = renderer.material.color;
path[0] = color[0] - tgtColor[0];
path[1] = color[1] - tgtColor[1];
path[2] = color[2] - tgtColor[2];
path[3] = color[3] - tgtColor[3];
}
public override ActionInstant clone()
{
return new ActionTintTo(color / coeff, duration);
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector4 tgt = path * d;
Color tgtColor = renderer.material.color;
tgtColor[0] += tgt[0];
tgtColor[1] += tgt[1];
tgtColor[2] += tgt[2];
tgtColor[3] += tgt[3];
renderer.material.color = tgtColor;
public override void start()
{
base.start();
Color tgtColor = renderer.material.color;
path[0] = color[0] - tgtColor[0];
path[1] = color[1] - tgtColor[1];
path[2] = color[2] - tgtColor[2];
path[3] = color[3] - tgtColor[3];
}

public override void stepInterval(float dt)
{
float d = dt / duration;
Vector4 tgt = path * d;
Color tgtColor = renderer.material.color;
tgtColor[0] += tgt[0];
tgtColor[1] += tgt[1];
tgtColor[2] += tgt[2];
tgtColor[3] += tgt[3];
renderer.material.color = tgtColor;
}
}
}

+ 53
- 0
src/CoreClasses/MethodHolder.cs Visa fil

@@ -0,0 +1,53 @@
using System;
using System.Collections.Generic;
using UnityEngine;

namespace coa4u
{
public class MethodHolder
{
protected Action method;
protected string methodName;

public MethodHolder()
{
}

public MethodHolder(Action tgtMethod)
{
method = tgtMethod;
methodName = tgtMethod.Method.Name;
}

public virtual void run(object param = null)
{
if (method != null)
method.Invoke();
}

public string name
{
get
{
return methodName;
}
}
}

public class MethodHolder<T> : MethodHolder
{
protected Action<T> methodParam;

public MethodHolder(Action<T> tgtMethod)
{
methodParam = tgtMethod;
methodName = tgtMethod.Method.Name;
}

public override void run(object param)
{
if (methodParam != null)
methodParam.Invoke((T)param);
}
}
}

+ 125
- 5
src/UnityComponents/Actor.cs Visa fil

@@ -1,42 +1,126 @@
using UnityEngine;
using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using coa4u;

/// <summary>
/// The default Actor class for the Action system.
/// </summary>
public class Actor : MonoBehaviour
{
protected Action action;
protected Dictionary<string, MethodHolder> methodsCache = new Dictionary<string, MethodHolder>();
protected ActionInstant action;
private bool paused = false;
protected Vector3 angles1prev = Vector3.zero;
protected Vector3 angles2prev = Vector3.zero;
protected const float coeff = Mathf.PI / 180;
protected Vector3[] initialState;
public Transform transformCached;
public Renderer rendererCached;
public Mesh meshCached;
public Vector3 skewAngles1;
public Vector3 skewAngles2;

/// <summary>
/// This method is called when the script instance is being loaded.
/// </summary>
protected void Awake()
{
transformCached = gameObject.transform;
rendererCached = gameObject.renderer;
meshCached = gameObject.GetComponent<MeshFilter>().mesh;
initialState = meshCached.vertices;
}

/// <summary>
/// This method is called at every frame update.
/// </summary>
protected void Update()
{
if (paused || action == null)
return;
if (action.isRunning())
if (action.running)
action.step(Time.deltaTime);
if (skewAngles1 != angles1prev || skewAngles2 != angles2prev)
updateSkew();
}

/// <summary>
/// Updates the skew for the mesh.
/// </summary>
void updateSkew()
{
Matrix4x4 m = Matrix4x4.zero;
m[0, 0] = 1;
m[1, 1] = 1;
m[2, 2] = 1;
m[3, 3] = 1;
m[0, 1] = Mathf.Tan(skewAngles1.x * coeff); // skewing in xy
m[0, 2] = Mathf.Tan(skewAngles2.x * coeff); // skewing in xz
m[1, 0] = Mathf.Tan(skewAngles1.y * coeff); // skewing in yx
m[1, 2] = Mathf.Tan(skewAngles2.y * coeff); // skewing in yz
m[2, 0] = Mathf.Tan(skewAngles1.z * coeff); // skewing in zx
m[2, 1] = Mathf.Tan(skewAngles2.z * coeff); // skewing in zy

Vector3[] verts = new Vector3[initialState.Length];
int i = 0;
while (i < verts.Length)
{
verts[i] = m.MultiplyPoint3x4(initialState[i]);
i++;
}

meshCached.vertices = verts;
angles1prev = skewAngles1;
angles2prev = skewAngles2;
}

public void AttachAction(Action tgtAction)
/// <summary>
/// Attaches and starts the action.
/// </summary>
public void AttachAction(ActionInstant tgtAction)
{
if (action != null)
{
action.stop();
}
action = tgtAction;
action.setActor(this);
action.start();
}

/// <summary>
/// Stops all running actions for this actor.
/// </summary>
public void StopAction()
{
action.stop();
if (action == null)
return;
if (action.running)
action.stop();
action = null;
}

/// <summary>
/// Pauses actions for this actor.
/// </summary>
public void PauseAction()
{
paused = true;
}

/// <summary>
/// Unpauses actions for this actor.
/// </summary>
public void UnpauseAction()
{
paused = false;
}

/// <summary>
/// Sets the timescale for current action.
/// </summary>
public void SetTimeScale(float ts)
{
if (action is ActionInterval)
@@ -44,4 +128,40 @@ public class Actor : MonoBehaviour
((ActionInterval)action).setTimeScale(ts);
}
}

/// <summary>
/// Adds method to cache to speed-up
/// </summary>
public void AddMethodToCache(MethodHolder method)
{
methodsCache.Add(method.name, method);
}

public void RemoveMethodFromCache(string key)
{
if (methodsCache.ContainsKey(key))
{
methodsCache.Remove(key);
}
else
{
throw new Exception("Method " + key + " not found in cache.");
}
}


public void ReceiveMessage(string key, object param = null, SendMessageOptions options = SendMessageOptions.DontRequireReceiver)
{
if (methodsCache.ContainsKey(key))
{
if (param == null)
methodsCache[key].run();
else
methodsCache[key].run(param);
}
else
{
gameObject.SendMessage(key, param, options);
}
}
}

+ 20
- 5
src/UnityComponents/ActorSampleActions.cs Visa fil

@@ -1,14 +1,15 @@
using UnityEngine;
using System.Collections;
using coa4u;

public class ActorSampleActions : MeshActor
public class ActorSampleActions : Actor
{
public void Start()
{
Action seq = new ActionRepeat (new ActionSequence(new Action[]
ActionInstant seq = new ActionRepeat (new ActionSequence(new ActionInstant[]
{
new ActionFadeIn(2),
new ActionParallel(new Action[] {
new ActionParallel(new ActionInstant[] {
new ActionMoveBy(new Vector3(10, 10, 0), 1),
new ActionRotateBy(new Vector3(90, 90, 0), 1),
new ActionTintBy(new Vector4(-50, 50, -150), 1)
@@ -32,9 +33,23 @@ public class ActorSampleActions : MeshActor
new ActionScaleTo(new Vector3(2, 2, 2), 1),
new ActionRotateTo(new Vector3(0, 0, 0), 1),
new ActionFadeOut(2),
new ActionSetTint(new Vector4(67, 105, 181))
new ActionSetTint(new Vector4(67, 105, 181)),
new ActionSendMessage("msgHello"),
new ActionSendMessage("msgHelloTo", "world"),
}), 5);
SetTimeScale(2);
this.AttachAction(seq);

AddMethodToCache(new MethodHolder(msgHello));
AddMethodToCache(new MethodHolder<string>(msgHelloTo));
}

void msgHello()
{
Debug.Log("Hello!");
}

void msgHelloTo(string who)
{
Debug.Log("Hello " + who.ToString() + "!");
}
}

+ 0
- 54
src/UnityComponents/MeshActor.cs Visa fil

@@ -1,54 +0,0 @@
using UnityEngine;
using System.Collections;

[System.Serializable]
public class MeshActor : Actor
{
public Vector3 skewAngles1;
public Vector3 skewAngles2;
protected Vector3 angles1prev = Vector3.zero;
protected Vector3 angles2prev = Vector3.zero;
protected const float coeff = Mathf.PI/180;
protected Mesh mesh;
protected Vector3[] initialState;

void Awake()
{
mesh = gameObject.GetComponent<MeshFilter>().mesh;
initialState = mesh.vertices;
}

protected void Update()
{
base.Update();
if (skewAngles1 != angles1prev || skewAngles2 != angles2prev)
updateMesh();
}

protected void updateMesh()
{
Matrix4x4 m = Matrix4x4.zero;
m[0, 0] = 1;
m[1, 1] = 1;
m[2, 2] = 1;
m[3, 3] = 1;
m[0, 1] = Mathf.Tan(skewAngles1.x * coeff); // skewing in xy
m[0, 2] = Mathf.Tan(skewAngles2.x * coeff); // skewing in xz
m[1, 0] = Mathf.Tan(skewAngles1.y * coeff); // skewing in yx
m[1, 2] = Mathf.Tan(skewAngles2.y * coeff); // skewing in yz
m[2, 0] = Mathf.Tan(skewAngles1.z * coeff); // skewing in zx
m[2, 1] = Mathf.Tan(skewAngles2.z * coeff); // skewing in zy

Vector3[] verts = new Vector3[initialState.Length];
int i = 0;
while (i < verts.Length)
{
verts[i] = m.MultiplyPoint3x4(initialState[i]);
i++;
}

mesh.vertices = verts;
angles1prev = skewAngles1;
angles2prev = skewAngles2;
}
}