From 2a5f20879b689a2d4a42c47c7a0ad0d649ef8bd6 Mon Sep 17 00:00:00 2001 From: "Ivan \"KaiSD\" Korystin" Date: Sun, 22 Jun 2014 02:57:08 +0400 Subject: [PATCH] Moved all actions to coa4u namespace. Added methods caching for quick message processing. Integrated MeshActor into Actor. new Actions: ActionStop.cs ActionSetDirection.cs --- README.md | 2 - src/ActionsBase/Action.cs | 164 ++++++++++++------- src/ActionsBase/ActionInterval.cs | 154 +++++++++-------- src/ActionsBase/ActionParallel.cs | 133 ++++++++------- src/ActionsBase/ActionRandom.cs | 115 +++++++------ src/ActionsBase/ActionRepeat.cs | 118 +++++++------ src/ActionsBase/ActionSequence.cs | 147 ++++++++++------- src/ActionsBase/ActionStop.cs | 34 ++++ src/ActionsInstant/ActionHide.cs | 46 ++++-- src/ActionsInstant/ActionLog.cs | 47 ++++-- src/ActionsInstant/ActionSendMessage.cs | 85 ++++++---- src/ActionsInstant/ActionSetDirection.cs | 58 +++++++ src/ActionsInstant/ActionSetPlace.cs | 56 ++++--- src/ActionsInstant/ActionSetRotation.cs | 51 +++--- src/ActionsInstant/ActionSetTint.cs | 41 +++-- src/ActionsInstant/ActionShow.cs | 46 ++++-- src/ActionsInstant/ActionToggleVisibility.cs | 43 ++++- src/ActionsInterval/ActionBezierAbs.cs | 106 +++++++----- src/ActionsInterval/ActionBezierRel.cs | 106 +++++++----- src/ActionsInterval/ActionBlink.cs | 74 +++++---- src/ActionsInterval/ActionDelay.cs | 49 +++--- src/ActionsInterval/ActionFadeBy.cs | 57 ++++--- src/ActionsInterval/ActionFadeIn.cs | 36 ++-- src/ActionsInterval/ActionFadeOut.cs | 36 ++-- src/ActionsInterval/ActionFadeTo.cs | 61 ++++--- src/ActionsInterval/ActionJumpBy.cs | 73 +++++---- src/ActionsInterval/ActionJumpTo.cs | 71 ++++---- src/ActionsInterval/ActionMoveBy.cs | 53 +++--- src/ActionsInterval/ActionMoveTo.cs | 61 +++---- src/ActionsInterval/ActionRotateBy.cs | 53 +++--- src/ActionsInterval/ActionRotateTo.cs | 71 ++++---- src/ActionsInterval/ActionScaleBy.cs | 93 ++++++----- src/ActionsInterval/ActionScaleTo.cs | 61 +++---- src/ActionsInterval/ActionSkewBy.cs | 65 ++++---- src/ActionsInterval/ActionTintBy.cs | 63 +++---- src/ActionsInterval/ActionTintTo.cs | 77 ++++----- src/CoreClasses/MethodHolder.cs | 53 ++++++ src/UnityComponents/Actor.cs | 130 ++++++++++++++- src/UnityComponents/ActorSampleActions.cs | 25 ++- src/UnityComponents/MeshActor.cs | 54 ------ 40 files changed, 1757 insertions(+), 1111 deletions(-) create mode 100644 src/ActionsBase/ActionStop.cs create mode 100644 src/ActionsInstant/ActionSetDirection.cs create mode 100644 src/CoreClasses/MethodHolder.cs delete mode 100644 src/UnityComponents/MeshActor.cs diff --git a/README.md b/README.md index 1fbec49..755ebae 100644 --- a/README.md +++ b/README.md @@ -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. diff --git a/src/ActionsBase/Action.cs b/src/ActionsBase/Action.cs index 4551c62..ff4f07a 100644 --- a/src/ActionsBase/Action.cs +++ b/src/ActionsBase/Action.cs @@ -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() + /// + /// Basic action class for subclassing. To inherit interval actions, consider using the ActionInterval as the base class. + /// + 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; - } + /// + /// Returns a copy of the action. + /// + public virtual ActionInstant clone() + { + return new ActionInstant(); + } - /// - /// This method is called at the action start. Usable for instant and interval actions. - /// - public virtual Action reverse() - { - throw new Exception("Can reverse only the reversable interval actions"); - } + /// + /// Returns the reversed version of the action, if it is possible. + /// + public virtual ActionInstant reverse() + { + throw new Exception("Can reverse only the reversable interval actions"); + } - /// - /// This method is called at the action start. Usable for instant and interval actions. - /// - 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; - } + /// + /// This method is called at the action start. Usable for instant and interval actions. + /// + 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; + } - /// - /// This method is called at every frame update. Not usable for instant actions. - /// - public virtual void step(float dt) - { - if (target == null) - throw new Exception("Can update the action only after it's atached to the actor"); - } + /// + /// This method is called at every frame update. Not usable for instant actions. + /// + public virtual void step(float dt) + { + if (target == null) + throw new Exception("Can update the action only after it's atached to the actor"); + } - /// - /// This method is called after the interval action is stopped. Not usable for instant actions. - /// - public virtual void stop() - { - if (target == null) - throw new Exception("Can stop the action only after it's atached to the actor"); - } + /// + /// This method is called after the interval action is stopped. Not usable for instant actions. + /// + 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; - } + /// + /// This method sets the actor for the action. + /// + public void setActor(Actor actor) + { + target = actor; + } - public virtual float dtr - { - get + /// + /// Readonly property. Shows the remaining time of the action. + /// + public float duration + { + get + { + return durationValue; + } + + protected set + { + durationValue = value; + } + } + + /// + /// Readonly property. Shows if the action is running or not. + /// + public bool running { - return 0; + get + { + return isRunning; + } + + protected set + { + isRunning = value; + } } - protected set + /// + /// Readonly property. Contains the remaining tick time after action finished. + /// + public float dtr { + get + { + return dtrValue; + } + + protected set + { + dtrValue = value; + } } } - } \ No newline at end of file diff --git a/src/ActionsBase/ActionInterval.cs b/src/ActionsBase/ActionInterval.cs index ad6c901..0c03791 100644 --- a/src/ActionsBase/ActionInterval.cs +++ b/src/ActionsBase/ActionInterval.cs @@ -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; - } - /// - /// Step method for interval actions. Don't override this method, when inheriting, put your code in stepInterval instead. + /// Interval action class for subclassing. /// - 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 + + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() { - timer += dt; + return new ActionInterval(duration); } - stepInterval(dt); - if (timer > duration) + + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() { - stop(); - dtr = timer - duration; + throw new Exception("Can reverse only the reversable interval actions"); } - } - /// - /// Step method for interval actions. Put your code here. - /// - public virtual void stepInterval(float dt) - { - } + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + running = true; + timer = 0F; + } - /// - /// Property to get the remaining tick time after the action has ended. - /// - public override float dtr - { - get + /// + /// This method is called after the interval action is stopped. + /// + public override void stop() { - return dtrdata; + base.stop(); + running = false; } - protected set + /// + /// This method is called every frame update. Don't override this method, when inheriting, put your code in stepInterval instead. + /// + 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; + } } - } - /// - /// Immediately changes the time scale for this action and all nested ones. - /// - public void setTimeScale(float ts) - { - timeScale = ts; + /// + /// This method is called every frame update. Put your code here. + /// + public virtual void stepInterval(float dt) + { + } + + /// + /// Immediately changes the time scale for this action and all nested ones. + /// + public void setTimeScale(float ts) + { + timeScale = ts; + } } } \ No newline at end of file diff --git a/src/ActionsBase/ActionParallel.cs b/src/ActionsBase/ActionParallel.cs index d038b4d..fda09d8 100644 --- a/src/ActionsBase/ActionParallel.cs +++ b/src/ActionsBase/ActionParallel.cs @@ -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) + /// + /// Runs several actions at the same time. + /// + 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++) + /// + /// Returns a copy of the action. + /// + 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++) + /// + /// Returns the reversed version of the action, if it is possible. + /// + 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++) + + /// + /// This method is called at the action start. + /// + 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) + + /// + /// This method is called every frame update. + /// + 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++) + /// + /// This method is called after the interval action is stopped. + /// + public override void stop() { - actions[i].stop(); + base.stop(); + for (int i = 0; i < actions.Length; i++) + { + actions[i].stop(); + } } } } \ No newline at end of file diff --git a/src/ActionsBase/ActionRandom.cs b/src/ActionsBase/ActionRandom.cs index d3de7e1..f8fa8b6 100644 --- a/src/ActionsBase/ActionRandom.cs +++ b/src/ActionsBase/ActionRandom.cs @@ -2,68 +2,89 @@ using System.Collections.Generic; using UnityEngine; -class ActionRandom : ActionInterval +namespace coa4u { + /// + /// Runs one random action from the given list. + /// + 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++) + /// + /// Returns a copy of the action. + /// + 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++) + /// + /// Returns the reversed version of the action, if it is possible. + /// + 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(); - } + /// + /// This method is called at the action start. + /// + 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()) + /// + /// This method is called every frame update. + /// + 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(); + /// + /// This method is called after the interval action is stopped. + /// + public override void stop() + { + base.stop(); + actions[index].stop(); + } } } \ No newline at end of file diff --git a/src/ActionsBase/ActionRepeat.cs b/src/ActionsBase/ActionRepeat.cs index 91e9cee..2fe321a 100644 --- a/src/ActionsBase/ActionRepeat.cs +++ b/src/ActionsBase/ActionRepeat.cs @@ -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) + /// + /// Runs the given action the several times. Also can repeat the action forever. + /// + 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; - } + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionRepeat((ActionInterval)action.clone(), count); + } - public override void step(float dt) - { - dt *= timeScale; - if (action.isRunning()) + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() { - action.step(dt); + return new ActionRepeat((ActionInterval)action.reverse(), count); } - if (!action.isRunning() && (forever || counter < count - 1)) + + /// + /// This method is called at the action start. + /// + 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) + + /// + /// This method is called every frame update. + /// + 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(); + } } } } \ No newline at end of file diff --git a/src/ActionsBase/ActionSequence.cs b/src/ActionsBase/ActionSequence.cs index a105ad9..2d361a7 100644 --- a/src/ActionsBase/ActionSequence.cs +++ b/src/ActionsBase/ActionSequence.cs @@ -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) + /// + /// Runs several actions in a sequence. + /// + 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) + /// + /// Returns a copy of the action. + /// + 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()) + /// + /// Returns the reversed version of the action, if it is possible. + /// + 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) + + /// + /// This method is called at the action start. + /// + 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()) + + /// + /// This method is called every frame update. + /// + 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++) + /// + /// This method is called after the interval action is stopped. + /// + public override void stop() { - actions[i].stop(); + base.stop(); + for (int i = 0; i < actions.Length; i++) + { + actions[i].stop(); + } } } } \ No newline at end of file diff --git a/src/ActionsBase/ActionStop.cs b/src/ActionsBase/ActionStop.cs new file mode 100644 index 0000000..2e1b770 --- /dev/null +++ b/src/ActionsBase/ActionStop.cs @@ -0,0 +1,34 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace coa4u +{ + /// + /// This action stops all actions for the current target. + /// + class ActionStop : ActionInstant + { + public ActionStop() + : base() + { + } + + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionStop(); + } + + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + target.StopAction(); + } + } +} \ No newline at end of file diff --git a/src/ActionsInstant/ActionHide.cs b/src/ActionsInstant/ActionHide.cs index 43ec31e..662265f 100644 --- a/src/ActionsInstant/ActionHide.cs +++ b/src/ActionsInstant/ActionHide.cs @@ -2,22 +2,42 @@ using System.Collections.Generic; using UnityEngine; -class ActionHide : Action +namespace coa4u { - - public ActionHide() - : base() + /// + /// Instantly hides the target. This action does not require the transparency support in shaders. + /// + class ActionHide : ActionInstant { - } - public override Action clone() - { - return new ActionHide(); - } + public ActionHide() + : base() + { + } - public override void start() - { - base.start(); - renderer.enabled = false; + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionHide(); + } + + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() + { + return new ActionShow(); + } + + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + renderer.enabled = false; + } } } \ No newline at end of file diff --git a/src/ActionsInstant/ActionLog.cs b/src/ActionsInstant/ActionLog.cs index 8c31115..61cef4f 100644 --- a/src/ActionsInstant/ActionLog.cs +++ b/src/ActionsInstant/ActionLog.cs @@ -2,19 +2,44 @@ using System.Collections.Generic; using UnityEngine; -class ActionLog : Action +namespace coa4u { - string message; - - public ActionLog(string tgtMessage) - : base() + /// + /// Prints a message in Unity debug console. + /// + class ActionLog : ActionInstant { - message = tgtMessage; - } + string message; - public override void start() - { - base.start(); - Debug.Log(message); + public ActionLog(string tgtMessage) + : base() + { + message = tgtMessage; + } + + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionLog(message); + } + + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() + { + return new ActionLog(message); + } + + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + Debug.Log(message); + } } } \ No newline at end of file diff --git a/src/ActionsInstant/ActionSendMessage.cs b/src/ActionsInstant/ActionSendMessage.cs index a31dbff..e09ed61 100644 --- a/src/ActionsInstant/ActionSendMessage.cs +++ b/src/ActionsInstant/ActionSendMessage.cs @@ -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() + /// + /// 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). + /// + 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; + } + + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() { - target.SendMessage(message, param); + return new ActionSendMessage(message, param, options); } - else + + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() + { + return new ActionSendMessage(message, param, options); + } + + /// + /// This method is called at the action start. + /// + public override void start() { - target.SendMessage(message); + base.start(); + if (param != null) + { + target.ReceiveMessage(message, param, options); + } + else + { + target.ReceiveMessage(message, options); + } } } } \ No newline at end of file diff --git a/src/ActionsInstant/ActionSetDirection.cs b/src/ActionsInstant/ActionSetDirection.cs new file mode 100644 index 0000000..1827897 --- /dev/null +++ b/src/ActionsInstant/ActionSetDirection.cs @@ -0,0 +1,58 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace coa4u +{ + /// + /// Instantly rotates the target to face the given point or actor. + /// + 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; + } + + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionSetDirection(value); + } + + /// + /// This method is called at the action start. + /// + 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); + } + } +} \ No newline at end of file diff --git a/src/ActionsInstant/ActionSetPlace.cs b/src/ActionsInstant/ActionSetPlace.cs index daafe6f..87f375f 100644 --- a/src/ActionsInstant/ActionSetPlace.cs +++ b/src/ActionsInstant/ActionSetPlace.cs @@ -2,32 +2,44 @@ using System.Collections.Generic; using UnityEngine; -class ActionSetPlace : Action +namespace coa4u { - protected Vector3 value; - - public ActionSetPlace(Vector3 tgtPlace) - : base() + /// + /// Instantly moves the target to the given point. + /// + 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; + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionSetPlace(value); + } + + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + if (is2d) + value.z = transform.position.z; + transform.position = value; + } } } \ No newline at end of file diff --git a/src/ActionsInstant/ActionSetRotation.cs b/src/ActionsInstant/ActionSetRotation.cs index 85e9f41..25d8820 100644 --- a/src/ActionsInstant/ActionSetRotation.cs +++ b/src/ActionsInstant/ActionSetRotation.cs @@ -2,31 +2,42 @@ using System.Collections.Generic; using UnityEngine; -class ActionSetRotation : Action +namespace coa4u { - protected Vector3 value; - - public ActionSetRotation(Vector3 tgtValue) - : base() + /// + /// Instantly rotates the target. + /// + 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); + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionSetRotation(value); + } + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + transform.rotation = Quaternion.Euler(value); + } } } \ No newline at end of file diff --git a/src/ActionsInstant/ActionSetTint.cs b/src/ActionsInstant/ActionSetTint.cs index 5b98adf..d9160b1 100644 --- a/src/ActionsInstant/ActionSetTint.cs +++ b/src/ActionsInstant/ActionSetTint.cs @@ -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() + /// + /// Instantly tints the target to the given color. + /// + 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; + } + + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionSetTint(color * 255F); + } + + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + renderer.material.color = new Color(color[0], color[1], color[2], color[3]); + } } } \ No newline at end of file diff --git a/src/ActionsInstant/ActionShow.cs b/src/ActionsInstant/ActionShow.cs index 0265bf1..e5285b7 100644 --- a/src/ActionsInstant/ActionShow.cs +++ b/src/ActionsInstant/ActionShow.cs @@ -2,22 +2,42 @@ using System.Collections.Generic; using UnityEngine; -class ActionShow : Action +namespace coa4u { - - public ActionShow() - : base() + /// + /// Instantly shows the hidden target. This action does not require the transparency support in shaders. + /// + class ActionShow : ActionInstant { - } - public override Action clone() - { - return new ActionShow(); - } + public ActionShow() + : base() + { + } - public override void start() - { - base.start(); - renderer.enabled = true; + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionShow(); + } + + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() + { + return new ActionHide(); + } + + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + renderer.enabled = true; + } } } \ No newline at end of file diff --git a/src/ActionsInstant/ActionToggleVisibility.cs b/src/ActionsInstant/ActionToggleVisibility.cs index 51f7ae3..5c283a3 100644 --- a/src/ActionsInstant/ActionToggleVisibility.cs +++ b/src/ActionsInstant/ActionToggleVisibility.cs @@ -2,17 +2,42 @@ using System.Collections.Generic; using UnityEngine; -class ActionToggleVisibility : Action +namespace coa4u { - - public ActionToggleVisibility() - : base() + /// + /// Instantly hides the target or showes it, if it's hidden. This action does not require the transparency support in shaders. + /// + class ActionToggleVisibility : ActionInstant { - } - public override void start() - { - base.start(); - renderer.enabled = !renderer.enabled; + public ActionToggleVisibility() + : base() + { + } + + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionToggleVisibility(); + } + + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() + { + return new ActionToggleVisibility(); + } + + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + renderer.enabled = !renderer.enabled; + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionBezierAbs.cs b/src/ActionsInterval/ActionBezierAbs.cs index d5dbbed..c105cd8 100644 --- a/src/ActionsInterval/ActionBezierAbs.cs +++ b/src/ActionsInterval/ActionBezierAbs.cs @@ -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) + /// + /// 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). + /// + 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); - } + /// + /// Returns a copy of the action. + /// + 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) + /// + /// Returns the reversed version of the action, if it is possible. + /// + 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; + /// + /// This method is called at the action start. + /// + 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; + } + } + + /// + /// This method is called every frame update. + /// + 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; + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionBezierRel.cs b/src/ActionsInterval/ActionBezierRel.cs index 4029e04..b903c37 100644 --- a/src/ActionsInterval/ActionBezierRel.cs +++ b/src/ActionsInterval/ActionBezierRel.cs @@ -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) + /// + /// Moves the target with a cubic Bezier in relative coordinates. + /// + 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); - } + /// + /// Returns a copy of the action. + /// + 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; - } + /// + /// Returns the reversed version of the action, if it is possible. + /// + 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; + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + startPoint = target.transform.position; + endPoint = startPoint + ep; + startControlPoint = startPoint + cp1; + endControlPoint = startControlPoint + cp2; + } + + /// + /// This method is called every frame update. + /// + 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; + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionBlink.cs b/src/ActionsInterval/ActionBlink.cs index 3f1f228..e8310b6 100644 --- a/src/ActionsInterval/ActionBlink.cs +++ b/src/ActionsInterval/ActionBlink.cs @@ -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) + /// + /// Blinks the target. + /// + 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); - } + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionBlink(count / 2 - 1, durationMin, durationMax); + } - public override Action reverse() - { - return new ActionBlink(count / 2 - 1, durationMin, durationMax); + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() + { + return new ActionBlink(count / 2 - 1, durationMin, durationMax); + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionDelay.cs b/src/ActionsInterval/ActionDelay.cs index 296450d..ec2d09f 100644 --- a/src/ActionsInterval/ActionDelay.cs +++ b/src/ActionsInterval/ActionDelay.cs @@ -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) + /// + /// Delays the action for the given amount of seconds. + /// + 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; + } + + /// + /// This method is called at the action start. + /// + public override void start() { - duration = UnityEngine.Random.Range(durationMin, durationMax); + base.start(); + if (durationMax != null) + { + duration = UnityEngine.Random.Range(durationMin, durationMax); + } } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionFadeBy.cs b/src/ActionsInterval/ActionFadeBy.cs index 56b9123..77611b4 100644 --- a/src/ActionsInterval/ActionFadeBy.cs +++ b/src/ActionsInterval/ActionFadeBy.cs @@ -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) + /// + /// Fades the target by the given alpha value. The tartet shaders should support transparency in order to use this action. + /// + 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); - } + /// + /// Returns a copy of the action. + /// + 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; + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() + { + return new ActionFadeBy(-delta, duration); + } + + /// + /// This method is called every frame update. + /// + public override void stepInterval(float dt) + { + float d = dt / duration; + Color tgtColor = renderer.material.color; + tgtColor[3] += delta * d; + renderer.material.color = tgtColor; + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionFadeIn.cs b/src/ActionsInterval/ActionFadeIn.cs index ed80f4b..8ec09d4 100644 --- a/src/ActionsInterval/ActionFadeIn.cs +++ b/src/ActionsInterval/ActionFadeIn.cs @@ -2,21 +2,33 @@ using System.Collections.Generic; using UnityEngine; -class ActionFadeIn : ActionFadeTo +namespace coa4u { - - public ActionFadeIn(float tgtDuration) - : base(1, tgtDuration) + /// + /// Fades in the target. The tartet shaders should support transparency in order to use this action. + /// + 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); + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionFadeIn(duration); + } + + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() + { + return new ActionFadeOut(duration); + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionFadeOut.cs b/src/ActionsInterval/ActionFadeOut.cs index dd82570..5b3adcd 100644 --- a/src/ActionsInterval/ActionFadeOut.cs +++ b/src/ActionsInterval/ActionFadeOut.cs @@ -2,21 +2,33 @@ using System.Collections.Generic; using UnityEngine; -class ActionFadeOut : ActionFadeTo +namespace coa4u { - - public ActionFadeOut(float tgtDuration) - : base(0, tgtDuration) + /// + /// Fades out the target. The tartet shaders should support transparency in order to use this action. + /// + 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); + /// + /// Returns a copy of the action. + /// + public override ActionInstant clone() + { + return new ActionFadeOut(duration); + } + + /// + /// Returns the reversed version of the action, if it is possible. + /// + public override ActionInstant reverse() + { + return new ActionFadeIn(duration); + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionFadeTo.cs b/src/ActionsInterval/ActionFadeTo.cs index ba9b84b..320f70b 100644 --- a/src/ActionsInterval/ActionFadeTo.cs +++ b/src/ActionsInterval/ActionFadeTo.cs @@ -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) + /// + /// Fades the target to the given alpha value. The tartet shaders should support transparency in order to use this action. + /// + 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; - } + /// + /// Returns a copy of the action. + /// + 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; + /// + /// This method is called at the action start. + /// + public override void start() + { + base.start(); + delta = value - renderer.material.color.a; + } + + /// + /// This method is called every frame update. + /// + public override void stepInterval(float dt) + { + float d = dt / duration; + Color tgtColor = renderer.material.color; + tgtColor[3] += delta * d; + renderer.material.color = tgtColor; + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionJumpBy.cs b/src/ActionsInterval/ActionJumpBy.cs index 1264723..ce7b03d 100644 --- a/src/ActionsInterval/ActionJumpBy.cs +++ b/src/ActionsInterval/ActionJumpBy.cs @@ -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(); } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionJumpTo.cs b/src/ActionsInterval/ActionJumpTo.cs index 97892ba..049f732 100644 --- a/src/ActionsInterval/ActionJumpTo.cs +++ b/src/ActionsInterval/ActionJumpTo.cs @@ -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(); } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionMoveBy.cs b/src/ActionsInterval/ActionMoveBy.cs index 43f5130..ae6a682 100644 --- a/src/ActionsInterval/ActionMoveBy.cs +++ b/src/ActionsInterval/ActionMoveBy.cs @@ -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); + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionMoveTo.cs b/src/ActionsInterval/ActionMoveTo.cs index 656fb74..dfcfd22 100644 --- a/src/ActionsInterval/ActionMoveTo.cs +++ b/src/ActionsInterval/ActionMoveTo.cs @@ -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); + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionRotateBy.cs b/src/ActionsInterval/ActionRotateBy.cs index 316bb24..acbabc3 100644 --- a/src/ActionsInterval/ActionRotateBy.cs +++ b/src/ActionsInterval/ActionRotateBy.cs @@ -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); + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionRotateTo.cs b/src/ActionsInterval/ActionRotateTo.cs index 7713ee4..bfd92a3 100644 --- a/src/ActionsInterval/ActionRotateTo.cs +++ b/src/ActionsInterval/ActionRotateTo.cs @@ -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); } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionScaleBy.cs b/src/ActionsInterval/ActionScaleBy.cs index 63d9cad..ea4d5eb 100644 --- a/src/ActionsInterval/ActionScaleBy.cs +++ b/src/ActionsInterval/ActionScaleBy.cs @@ -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(); + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionScaleTo.cs b/src/ActionsInterval/ActionScaleTo.cs index 19ba880..b80a11f 100644 --- a/src/ActionsInterval/ActionScaleTo.cs +++ b/src/ActionsInterval/ActionScaleTo.cs @@ -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; + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionSkewBy.cs b/src/ActionsInterval/ActionSkewBy.cs index 8716dec..2dd6e8d 100644 --- a/src/ActionsInterval/ActionSkewBy.cs +++ b/src/ActionsInterval/ActionSkewBy.cs @@ -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; + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionTintBy.cs b/src/ActionsInterval/ActionTintBy.cs index 2ad5824..954e8ab 100644 --- a/src/ActionsInterval/ActionTintBy.cs +++ b/src/ActionsInterval/ActionTintBy.cs @@ -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; + } } } \ No newline at end of file diff --git a/src/ActionsInterval/ActionTintTo.cs b/src/ActionsInterval/ActionTintTo.cs index 61a1618..c7cf1ad 100644 --- a/src/ActionsInterval/ActionTintTo.cs +++ b/src/ActionsInterval/ActionTintTo.cs @@ -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; + } } } \ No newline at end of file diff --git a/src/CoreClasses/MethodHolder.cs b/src/CoreClasses/MethodHolder.cs new file mode 100644 index 0000000..0c48716 --- /dev/null +++ b/src/CoreClasses/MethodHolder.cs @@ -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 : MethodHolder + { + protected Action methodParam; + + public MethodHolder(Action tgtMethod) + { + methodParam = tgtMethod; + methodName = tgtMethod.Method.Name; + } + + public override void run(object param) + { + if (methodParam != null) + methodParam.Invoke((T)param); + } + } +} \ No newline at end of file diff --git a/src/UnityComponents/Actor.cs b/src/UnityComponents/Actor.cs index 0834335..612bccd 100644 --- a/src/UnityComponents/Actor.cs +++ b/src/UnityComponents/Actor.cs @@ -1,42 +1,126 @@ -using UnityEngine; +using System; +using UnityEngine; using System.Collections; +using System.Collections.Generic; +using coa4u; +/// +/// The default Actor class for the Action system. +/// public class Actor : MonoBehaviour { - protected Action action; + protected Dictionary methodsCache = new Dictionary(); + 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; + /// + /// This method is called when the script instance is being loaded. + /// + protected void Awake() + { + transformCached = gameObject.transform; + rendererCached = gameObject.renderer; + meshCached = gameObject.GetComponent().mesh; + initialState = meshCached.vertices; + } + + /// + /// This method is called at every frame update. + /// protected void Update() { if (paused || action == null) return; - if (action.isRunning()) + if (action.running) action.step(Time.deltaTime); + if (skewAngles1 != angles1prev || skewAngles2 != angles2prev) + updateSkew(); + } + + /// + /// Updates the skew for the mesh. + /// + 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) + /// + /// Attaches and starts the action. + /// + public void AttachAction(ActionInstant tgtAction) { + if (action != null) + { + action.stop(); + } action = tgtAction; action.setActor(this); action.start(); } + /// + /// Stops all running actions for this actor. + /// public void StopAction() { - action.stop(); + if (action == null) + return; + if (action.running) + action.stop(); action = null; } + /// + /// Pauses actions for this actor. + /// public void PauseAction() { paused = true; } + /// + /// Unpauses actions for this actor. + /// public void UnpauseAction() { paused = false; } + /// + /// Sets the timescale for current action. + /// public void SetTimeScale(float ts) { if (action is ActionInterval) @@ -44,4 +128,40 @@ public class Actor : MonoBehaviour ((ActionInterval)action).setTimeScale(ts); } } + + /// + /// Adds method to cache to speed-up + /// + 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); + } + } } diff --git a/src/UnityComponents/ActorSampleActions.cs b/src/UnityComponents/ActorSampleActions.cs index 980f728..560b518 100644 --- a/src/UnityComponents/ActorSampleActions.cs +++ b/src/UnityComponents/ActorSampleActions.cs @@ -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(msgHelloTo)); + } + + void msgHello() + { + Debug.Log("Hello!"); + } + + void msgHelloTo(string who) + { + Debug.Log("Hello " + who.ToString() + "!"); } } diff --git a/src/UnityComponents/MeshActor.cs b/src/UnityComponents/MeshActor.cs deleted file mode 100644 index 173bbe6..0000000 --- a/src/UnityComponents/MeshActor.cs +++ /dev/null @@ -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().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; - } -}