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using System;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
public class LineEffect : MonoBehaviour
{
public enum LineType
{
Line,
Ring
}
public enum AnimType
{
Width,
Offset
}
public bool playOnAwake;
public bool loop;
public LineType lineType;
public int segments = 20;
public float globalTimeSpeed = 1f;
public bool raycastCollision;
[FoldoutGroup("Animation", 0)]
public AnimationCurve lineWidthOverTimeCurve = AnimationCurve.Linear(0f, 1f, 1f, 1f);
[Space(10f)]
[FoldoutGroup("Animation", 0)]
public bool useColorOverTime;
[FoldoutGroup("Animation", 0)]
[ShowIf("useColorOverTime", true)]
public Gradient colorOverTime;
[Space(10f)]
[FoldoutGroup("Animation", 0)]
[ShowIf("lineType", LineType.Ring, true)]
public float radius = 5f;
[FoldoutGroup("Animation", 0)]
[ShowIf("lineType", LineType.Ring, true)]
public AnimationCurve radiusOverTime = AnimationCurve.Linear(0f, 1f, 1f, 1f);
[Space(10f)]
[FoldoutGroup("Special", 0)]
public float inheritScaleFactor;
[Space(10f)]
public LineEffectInstance[] effects;
private LineRenderer line;
[HideInInspector]
public float counter;
private float startWidth;
[HideInInspector]
public float currentWidth;
[FoldoutGroup("Debug", 0)]
public bool debug;
[FoldoutGroup("Debug", 0)]
public Transform fromPos;
[FoldoutGroup("Debug", 0)]
public Transform toPos;
[FoldoutGroup("Debug", 0)]
public Transform bezierPos;
[HideInInspector]
public float offsetMultiplier = 1f;
[HideInInspector]
public float widthMultiplier = 1f;
private float scaleMultiplier = 1f;
private bool inited;
public bool isPlaying;
private Coroutine widthAnim;
private Coroutine offsetAnim;
private void Start()
{
globalTimeSpeed *= UnityEngine.Random.Range(0.95f, 1.05f);
}
private void OnEnable()
{
if (!inited)
{
Init();
}
if (playOnAwake && lineType == LineType.Ring)
{
Play(base.transform);
}
}
private void Init()
{
if (!inited)
{
line = GetComponent<LineRenderer>();
line.positionCount = segments;
line.useWorldSpace = true;
startWidth = line.widthMultiplier;
inited = true;
scaleMultiplier = 1f - inheritScaleFactor + base.transform.lossyScale.x * inheritScaleFactor;
}
}
private void Update()
{
if (!debug)
{
return;
}
if (lineType == LineType.Line && (bool)fromPos && (bool)toPos)
{
if ((bool)bezierPos)
{
DrawLine(fromPos.position, toPos.position, bezierPos.position);
}
else
{
DrawLine(fromPos.position, toPos.position);
}
}
if (lineType == LineType.Ring && (bool)fromPos)
{
DrawLine(fromPos.position, Vector3.zero);
}
}
public void StartDraw()
{
if (!base.gameObject.activeSelf)
{
base.gameObject.SetActive(value: true);
}
counter = 0f;
}
public void DrawLine(Vector3 start, Vector3 end)
{
DrawLine(start, end, Vector3.one * 100f);
}
public void DrawLine(Vector3 start, Vector3 end, Vector3 bezier)
{
Init();
Vector3 vector = Vector3.zero;
for (int i = 0; i < line.positionCount; i++)
{
float num = 0f;
for (int j = 0; j < effects.Length; j++)
{
if (!effects[j].active)
{
continue;
}
float num2 = 0f;
float num3 = (float)i / ((float)line.positionCount - 1f);
float time = num3;
float num4 = effects[j].mainCurveTiling;
if (effects[j].tilingPerMeter)
{
if (lineType == LineType.Line)
{
num4 *= (start - end).magnitude;
}
if (lineType == LineType.Ring)
{
num4 *= radius;
}
}
num3 *= num4;
if (effects[j].mainCurveScrollSpeed > 0f)
{
num3 += effects[j].mainCurveScrollSpeed * Time.unscaledTime;
}
if (effects[j].mainCurveScrollSpeed < 0f)
{
num3 += (0f - effects[j].mainCurveScrollSpeed) * (100000f - Time.unscaledTime);
}
num3 %= 1f;
num2 = effects[j].mainCurve.Evaluate(num3);
num2 *= effects[j].mainCurveMultiplier;
num2 *= effects[j].effectOverLineCurve.Evaluate(time);
num2 *= effects[j].effectOverTimeCurve.Evaluate(counter);
if (effects[j].curveType == LineEffectInstance.CurveType.Add)
{
num += num2;
}
else if (effects[j].curveType == LineEffectInstance.CurveType.Multiply)
{
num *= num2;
}
}
float t = (float)i / ((float)line.positionCount - 1f);
Vector3 vector2 = Vector3.zero;
Vector3 vector3 = Vector3.zero;
if (lineType == LineType.Ring)
{
float f = (float)Math.PI / 180f * ((float)i * 360f / (float)(segments - 1));
vector2 = start + new Vector3(Mathf.Sin(f) * (radius * base.transform.root.localScale.x * radiusOverTime.Evaluate(counter)), Mathf.Cos(f) * (radius * base.transform.root.localScale.x * radiusOverTime.Evaluate(counter)), 0f);
vector3 = ((!(vector != Vector3.zero)) ? Vector3.up : Vector3.Cross(Vector3.forward, vector2 - vector).normalized);
}
if (lineType == LineType.Line)
{
vector2 = Vector3.Lerp(start, end, t);
vector3 = Vector3.Cross(start - end, Vector3.forward).normalized;
if (bezier != Vector3.one * 100f)
{
vector2 = BezierCurve.QuadraticBezier(start, bezier, end, t);
}
}
vector = vector2;
line.SetPosition(i, vector2 + vector3 * num * offsetMultiplier);
}
if (raycastCollision)
{
RaycastPositions();
}
if (lineType == LineType.Ring)
{
SmoothSeam();
}
line.widthMultiplier = lineWidthOverTimeCurve.Evaluate(counter) * startWidth * scaleMultiplier * widthMultiplier;
currentWidth = line.widthMultiplier;
if (useColorOverTime)
{
line.startColor = colorOverTime.Evaluate(counter);
line.endColor = colorOverTime.Evaluate(counter);
}
counter += Time.unscaledDeltaTime * globalTimeSpeed;
if (counter > 1f)
{
if (debug || loop)
{
StartDraw();
}
else
{
base.gameObject.SetActive(value: false);
}
}
}
private void RaycastPositions()
{
for (int i = 0; i < line.positionCount; i++)
{
line.SetPosition(i, PhysicsFunctions.ObstructionPoint(base.transform.position, line.GetPosition(i)));
}
}
private void SmoothSeam()
{
float num = 0.1f;
Vector3 b = (line.GetPosition(0) + line.GetPosition(line.positionCount - 1)) * 0.5f;
for (int i = 0; i < line.positionCount; i++)
{
float num2 = (float)i / ((float)line.positionCount - 1f);
_ = Vector3.zero;
Vector3 zero = Vector3.zero;
Vector3 position = line.GetPosition(i);
float t;
if (num2 > 0.5f)
{
t = Mathf.Clamp((num2 - (1f - num)) / num, 0f, 1f);
}
else
{
t = Mathf.Clamp(num2 * (1f / num), 0f, 1f);
t = 1f - t;
}
zero = Vector3.Lerp(position, b, t) - position;
zero.x *= 0.5f;
line.SetPosition(i, position + zero);
}
line.SetPosition(1, new Vector3(line.GetPosition(1).x, b.y));
line.SetPosition(line.positionCount - 2, new Vector3(line.GetPosition(line.positionCount - 2).x, b.y));
}
public void Stop()
{
StopAllCoroutines();
if (!loop)
{
base.gameObject.SetActive(value: false);
}
}
public void Play()
{
Play(base.transform);
}
private void OnDisable()
{
Stop();
}
public void ResetMultipliers()
{
offsetMultiplier = 1f;
scaleMultiplier = 1f;
widthMultiplier = 1f;
}
public void Play(Transform fromTransform, Transform toTransform, float bezierOffset = 0f)
{
StartDraw();
StopAllCoroutines();
StartCoroutine(DoPlay(fromTransform, toTransform, bezierOffset));
}
private IEnumerator DoPlay(Transform fromTransform, Transform toTransform, float bezierOffset = 0f)
{
isPlaying = true;
Vector3 currentBez = Vector3.zero;
while (base.gameObject.activeSelf && (bool)fromTransform && (bool)toTransform)
{
if (bezierOffset != 0f)
{
float num = 1f;
if (toTransform.position.x < fromTransform.position.x)
{
num = -1f;
}
Vector3 vector = Vector3.Cross(Vector3.forward, toTransform.position - fromTransform.position).normalized * bezierOffset * num;
currentBez = ((!(currentBez == Vector3.zero)) ? Vector3.Lerp(currentBez, vector, TimeHandler.deltaTime * 5f) : vector);
Vector3 bezier = currentBez + (fromTransform.position + toTransform.position) * 0.5f;
DrawLine(fromTransform.position, toTransform.position, bezier);
}
else
{
DrawLine(fromTransform.position, toTransform.position);
}
yield return null;
}
isPlaying = false;
}
public void Play(Transform fromTransform, Vector3 toPosition, float bezierOffset = 0f)
{
StartDraw();
StopAllCoroutines();
StartCoroutine(DoPlay(fromTransform, toPosition, bezierOffset));
}
private IEnumerator DoPlay(Transform fromTransform, Vector3 toPosition, float bezierOffset = 0f)
{
Vector3 currentBezOffset = Vector3.zero;
while (base.gameObject.activeSelf && (bool)fromTransform)
{
if (bezierOffset != 0f)
{
float num = 1f;
if (toPosition.x < fromTransform.position.x)
{
num = -1f;
}
Vector3 vector = Vector3.Cross(Vector3.forward, toPosition - fromTransform.position).normalized * bezierOffset * num;
currentBezOffset = ((!(currentBezOffset == Vector3.zero)) ? Vector3.Lerp(currentBezOffset, vector, TimeHandler.deltaTime * 2f) : vector);
_ = currentBezOffset + (fromTransform.position + toPosition) * 0.5f;
Vector3 bezier = (fromTransform.position + toPosition) * 0.5f;
DrawLine(fromTransform.position, toPosition, bezier);
}
else
{
DrawLine(fromTransform.position, toPosition);
}
yield return null;
}
}
public void Play(Transform fromTransform)
{
StartDraw();
StopAllCoroutines();
StartCoroutine(DoPlay(fromTransform));
}
private IEnumerator DoPlay(Transform fromTransform)
{
while (base.gameObject.activeSelf && (bool)fromTransform)
{
DrawLine(fromTransform.position, Vector3.zero);
yield return null;
}
}
public void PlayAnim(AnimType animType, AnimationCurve curve, float speed = 1f)
{
if (animType == AnimType.Offset && offsetAnim != null)
{
StopCoroutine(offsetAnim);
}
if (animType == AnimType.Width && widthAnim != null)
{
StopCoroutine(widthAnim);
}
Coroutine coroutine = StartCoroutine(DoPlayAnim(animType, curve, speed));
if (animType == AnimType.Offset)
{
offsetAnim = coroutine;
}
if (animType == AnimType.Width)
{
widthAnim = coroutine;
}
}
private IEnumerator DoPlayAnim(AnimType animType, AnimationCurve curve, float speed = 1f)
{
float c = 0f;
float t = curve.keys[curve.keys.Length - 1].time;
while (c < t)
{
if (animType == AnimType.Offset)
{
offsetMultiplier = curve.Evaluate(c);
}
if (animType == AnimType.Width)
{
widthMultiplier = curve.Evaluate(c);
}
c += TimeHandler.deltaTime * speed;
yield return null;
}
}
internal float GetRadius()
{
return radius * base.transform.root.localScale.x * radiusOverTime.Evaluate(counter);
}
}
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