Insanely huge initial commit

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2026-02-21 16:40:15 -08:00
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you control the texture offset of a target material over time
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback will let you control the texture offset of a target material over time.")]
[FeedbackPath("Renderer/Texture Offset")]
public class MMF_TextureOffset : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.RendererColor; } }
public override bool EvaluateRequiresSetup() { return (TargetRenderer == null); }
public override string RequiredTargetText { get { return TargetRenderer != null ? TargetRenderer.name : ""; } }
public override string RequiresSetupText { get { return "This feedback requires that a TargetRenderer be set to be able to work properly. You can set one below."; } }
#endif
public override bool HasAutomatedTargetAcquisition => true;
protected override void AutomateTargetAcquisition() => TargetRenderer = FindAutomatedTarget<Renderer>();
/// the possible modes for this feedback
public enum Modes { OverTime, Instant }
[MMFInspectorGroup("Texture Scale", true, 63, true)]
/// the renderer on which to change texture offset on
[Tooltip("the renderer on which to change texture offset on")]
public Renderer TargetRenderer;
/// the material index
[Tooltip("the material index")]
public int MaterialIndex = 0;
/// the property name, for example _MainTex_ST, or _MainTex if you don't have UseMaterialPropertyBlocks set to true
[Tooltip("the property name, for example _MainTex_ST, or _MainTex if you don't have UseMaterialPropertyBlocks set to true")]
public string MaterialPropertyName = "_MainTex_ST";
/// whether the feedback should affect the material instantly or over a period of time
[Tooltip("whether the feedback should affect the material instantly or over a period of time")]
public Modes Mode = Modes.OverTime;
/// how long the material should change over time
[Tooltip("how long the material should change over time")]
[MMFEnumCondition("Mode", (int)Modes.OverTime)]
public float Duration = 0.2f;
/// whether or not the values should be relative
[Tooltip("whether or not the values should be relative")]
public bool RelativeValues = true;
/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
public bool AllowAdditivePlays = false;
/// if this is true, this component will use material property blocks instead of working on an instance of the material.
[Tooltip("if this is true, this component will use material property blocks instead of working on an instance of the material.")]
public bool UseMaterialPropertyBlocks = false;
[MMFInspectorGroup("Intensity", true, 65)]
/// the curve to tween the offset on
[Tooltip("the curve to tween the offset on")]
[MMFEnumCondition("Mode", (int)Modes.OverTime)]
public AnimationCurve OffsetCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
/// the value to remap the offset curve's 0 to
[Tooltip("the value to remap the offset curve's 0 to")]
[MMFEnumCondition("Mode", (int)Modes.OverTime)]
public Vector2 RemapZero = Vector2.zero;
/// the value to remap the offset curve's 1 to
[Tooltip("the value to remap the offset curve's 1 to")]
[MMFEnumCondition("Mode", (int)Modes.OverTime)]
public Vector2 RemapOne = Vector2.one;
/// the value to move the intensity to in instant mode
[Tooltip("the value to move the intensity to in instant mode")]
[MMFEnumCondition("Mode", (int)Modes.Instant)]
public Vector2 InstantOffset;
protected Vector2 _initialValue;
protected Coroutine _coroutine;
protected Vector2 _newValue;
protected MaterialPropertyBlock _propertyBlock;
protected Vector4 _propertyBlockVector;
/// the duration of this feedback is the duration of the transition
public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { Duration = value; } }
public override bool HasRandomness => true;
/// <summary>
/// On init we store our initial texture offset
/// </summary>
/// <param name="owner"></param>
protected override void CustomInitialization(MMF_Player owner)
{
base.CustomInitialization(owner);
if (UseMaterialPropertyBlocks)
{
_propertyBlock = new MaterialPropertyBlock();
TargetRenderer.GetPropertyBlock(_propertyBlock);
_propertyBlockVector.x = TargetRenderer.sharedMaterials[MaterialIndex].GetVector(MaterialPropertyName).x;
_propertyBlockVector.y = TargetRenderer.sharedMaterials[MaterialIndex].GetVector(MaterialPropertyName).y;
_initialValue.x = TargetRenderer.sharedMaterials[MaterialIndex].GetVector(MaterialPropertyName).z;
_initialValue.y = TargetRenderer.sharedMaterials[MaterialIndex].GetVector(MaterialPropertyName).w;
}
else
{
_initialValue = TargetRenderer.materials[MaterialIndex].GetTextureOffset(MaterialPropertyName);
}
}
/// <summary>
/// On Play we initiate our offset change
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
float intensityMultiplier = ComputeIntensity(feedbacksIntensity, position);
switch (Mode)
{
case Modes.Instant:
ApplyValue(InstantOffset * intensityMultiplier);
break;
case Modes.OverTime:
if (!AllowAdditivePlays && (_coroutine != null))
{
return;
}
_coroutine = Owner.StartCoroutine(TransitionCo(intensityMultiplier));
break;
}
}
/// <summary>
/// This coroutine will modify the offset value over time
/// </summary>
/// <returns></returns>
protected virtual IEnumerator TransitionCo(float intensityMultiplier)
{
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
IsPlaying = true;
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
{
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
SetMaterialValues(remappedTime, intensityMultiplier);
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
yield return null;
}
SetMaterialValues(FinalNormalizedTime, intensityMultiplier);
IsPlaying = false;
_coroutine = null;
yield return null;
}
/// <summary>
/// Applies offset to the target material
/// </summary>
/// <param name="time"></param>
protected virtual void SetMaterialValues(float time, float intensityMultiplier)
{
_newValue.x = MMFeedbacksHelpers.Remap(OffsetCurve.Evaluate(time), 0f, 1f, RemapZero.x, RemapOne.x);
_newValue.y = MMFeedbacksHelpers.Remap(OffsetCurve.Evaluate(time), 0f, 1f, RemapZero.y, RemapOne.y);
if (RelativeValues)
{
_newValue += _initialValue;
}
ApplyValue(_newValue * intensityMultiplier);
}
/// <summary>
/// Applies the specified value to the material
/// </summary>
/// <param name="newValue"></param>
protected virtual void ApplyValue(Vector2 newValue)
{
if (UseMaterialPropertyBlocks)
{
TargetRenderer.GetPropertyBlock(_propertyBlock);
_propertyBlockVector.z = newValue.x;
_propertyBlockVector.w = newValue.y;
_propertyBlock.SetVector(MaterialPropertyName, _propertyBlockVector);
TargetRenderer.SetPropertyBlock(_propertyBlock, MaterialIndex);
}
else
{
TargetRenderer.materials[MaterialIndex].SetTextureOffset(MaterialPropertyName, newValue);
}
}
/// <summary>
/// Stops this feedback
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!Active || !FeedbackTypeAuthorized || (_coroutine == null))
{
return;
}
base.CustomStopFeedback(position, feedbacksIntensity);
IsPlaying = false;
Owner.StopCoroutine(_coroutine);
_coroutine = null;
}
/// <summary>
/// On restore, we restore our initial state
/// </summary>
protected override void CustomRestoreInitialValues()
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
ApplyValue(_initialValue);
}
}
}