Commit 88638ac0 authored by saad's avatar saad

add track spawner and optimize

parent 638a26aa
......@@ -397,7 +397,7 @@ Camera:
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using UnityEngine;
using CW.Common;
namespace Lean.Common
{
/// <summary>This component allows you to destroy a GameObject.</summary>
[HelpURL(LeanCommon.HelpUrlPrefix + "LeanDestroy")]
[AddComponentMenu(LeanCommon.ComponentPathPrefix + "Destroy")]
public class LeanDestroy : MonoBehaviour
{
public enum ExecuteType
{
OnFirstFrame,
AfterDelay,
AfterDelayUnscaled,
Manually
}
/// <summary>This allows you to control when the <b>Target</b> GameObject will be destroyed.
/// OnFirstFrame = As soon as Update runs (this component must be enabled).
/// AfterDelay = After the specified amount of <b>Seconds</b> has elapsed.
/// AfterDelayUnscaled = The same as AfterDelay, but using unscaledDeltaTime.
/// Manually = You must manually call the <b>DestroyNow</b> method.</summary>
public ExecuteType Execute { set { execute = value; } get { return execute; } } [SerializeField] private ExecuteType execute = ExecuteType.Manually;
/// <summary>The GameObject that will be destroyed.
/// None/null = This GameObject.</summary>
public GameObject Target { set { target = value; } get { return target; } } [SerializeField] private GameObject target;
/// <summary>The amount of seconds remaining until the GameObject is destroyed.</summary>
public float Seconds { set { seconds = value; } get { return seconds; } } [SerializeField] private float seconds = -1.0f;
protected virtual void Update()
{
switch (execute)
{
case ExecuteType.OnFirstFrame:
{
DestroyNow();
}
break;
case ExecuteType.AfterDelay:
{
seconds -= Time.deltaTime;
if (seconds <= 0.0f)
{
DestroyNow();
}
}
break;
case ExecuteType.AfterDelayUnscaled:
{
seconds -= Time.unscaledDeltaTime;
if (seconds <= 0.0f)
{
DestroyNow();
}
}
break;
}
}
/// <summary>You can manually call this method to destroy the specified GameObject immediately.</summary>
public void DestroyNow()
{
execute = ExecuteType.Manually;
Destroy(target != null ? target : gameObject);
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using UnityEditor;
using TARGET = LeanDestroy;
[CanEditMultipleObjects]
[CustomEditor(typeof(TARGET))]
public class LeanDestroy_Editor : CwEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("target", "The GameObject that will be destroyed.\n\nNone/null = This GameObject.");
Draw("execute", "This allows you to control when the <b>Target</b> GameObject will be destroyed.\n\nOnFirstFrame = As soon as Update runs (this component must be enabled).\n\nAfterDelay = After the specified amount of <b>Seconds</b> has elapsed.\n\nAfterDelayUnscaled = The same as AfterDelay, but using unscaledDeltaTime.\n\nManually = You must manually call the <b>DestroyNow</b> method.");
if (Any(tgts, t => t.Execute == LeanDestroy.ExecuteType.AfterDelay || t.Execute == LeanDestroy.ExecuteType.AfterDelayUnscaled))
{
BeginIndent();
Draw("seconds", "The amount of seconds remaining until the GameObject is destroyed.");
EndIndent();
}
}
}
}
#endif
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using UnityEngine;
using UnityEngine.Events;
using CW.Common;
namespace Lean.Common
{
/// <summary>This component allows you to convert values like ints and floats into formatted text that can be shown in the UI. To use this component, simply call one of the <b>SetString</b> methods, and it will output the formatted string to the <b>OnString</b> event, which can be connected to UI text, etc.</b></summary>
[HelpURL(LeanCommon.HelpUrlPrefix + "LeanFormatString")]
[AddComponentMenu(LeanCommon.ComponentPathPrefix + "Format String")]
public class LeanFormatString : MonoBehaviour
{
[System.Serializable] public class StringEvent : UnityEvent<string> {}
/// <summary>The final text will use this string formatting, where {0} is the first value, {1} is the second, etc. Formatting uses standard <b>string.Format</b> style.</summary>
public string Format { set { format = value; } get { return format; } } [SerializeField] [Multiline] private string format = "Current Value = {0}";
/// <summary>Based on the <b>Send</b> setting, this event will be invoked.
/// String = The .</summary>
public StringEvent OnString { get { if (onString == null) onString = new StringEvent(); return onString; } } [SerializeField] private StringEvent onString;
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(string a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(string a, string b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(int a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(int a, int b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(float a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(float a, float b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector2 a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector2 a, Vector2 b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector3 a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector3 a, Vector3 b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector4 a)
{
SendString(a);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(Vector4 a, Vector4 b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(float a, int b)
{
SendString(a, b);
}
/// <summary>This method will convert the input arguments into a formatted string, and output it to the <b>OnString</b> event.</summary>
public void SetString(int a, float b)
{
SendString(a, b);
}
private void SendString(object a)
{
if (onString != null)
{
onString.Invoke(string.Format(format, a));
}
}
private void SendString(object a, object b)
{
if (onString != null)
{
onString.Invoke(string.Format(format, a, b));
}
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using UnityEditor;
using TARGET = LeanFormatString;
[CanEditMultipleObjects]
[CustomEditor(typeof(TARGET))]
public class LeanFormatString_Editor : CwEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
BeginError(Any(tgts, t => string.IsNullOrEmpty(t.Format)));
Draw("format", "The final text will use this string formatting, where {0} is the first value, {1} is the second, etc. Formatting uses standard <b>string.Format</b> style.");
EndError();
Separator();
Draw("onString");
}
}
}
#endif
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using UnityEngine;
using CW.Common;
namespace Lean.Common
{
/// <summary>This component stores information about a 3D plane. By default this plane lays on the XY axis, or faces the Z axis.</summary>
[HelpURL(LeanCommon.HelpUrlPrefix + "LeanPlane")]
[AddComponentMenu(LeanCommon.ComponentPathPrefix + "Plane")]
public class LeanPlane : MonoBehaviour
{
/// <summary>Should the plane be clamped on the x axis?</summary>
public bool ClampX;
public float MinX;
public float MaxX;
/// <summary>Should the plane be clamped on the y axis?</summary>
public bool ClampY;
public float MinY;
public float MaxY;
/// <summary>The distance between each position snap on the x axis.</summary>
public float SnapX;
/// <summary>The distance between each position snap on the x axis.</summary>
public float SnapY;
public Vector3 GetClosest(Vector3 position, float offset = 0.0f)
{
// Transform point to plane space
var point = transform.InverseTransformPoint(position);
// Clamp values?
if (ClampX == true)
{
point.x = Mathf.Clamp(point.x, MinX, MaxX);
}
if (ClampY == true)
{
point.y = Mathf.Clamp(point.y, MinY, MaxY);
}
// Snap values?
if (SnapX != 0.0f)
{
point.x = Mathf.Round(point.x / SnapX) * SnapX;
}
if (SnapY != 0.0f)
{
point.y = Mathf.Round(point.y / SnapY) * SnapY;
}
// Reset Z to plane
point.z = 0.0f;
// Transform back into world space
return transform.TransformPoint(point) + transform.forward * offset;
}
public bool TryRaycast(Ray ray, ref Vector3 hit, float offset = 0.0f, bool getClosest = true)
{
var normal = transform.forward;
var point = transform.position + normal * offset;
var distance = default(float);
if (RayToPlane(point, normal, ray, ref distance) == true)
{
hit = ray.GetPoint(distance);
if (getClosest == true)
{
hit = GetClosest(hit, offset);
}
return true;
}
return false;
}
public Vector3 GetClosest(Ray ray, float offset = 0.0f)
{
var normal = transform.forward;
var point = transform.position + normal * offset;
var distance = default(float);
if (RayToPlane(point, normal, ray, ref distance) == true)
{
return GetClosest(ray.GetPoint(distance), offset);
}
return point;
}
#if UNITY_EDITOR
protected virtual void OnDrawGizmosSelected()
{
Gizmos.matrix = transform.localToWorldMatrix;
var x1 = MinX;
var x2 = MaxX;
var y1 = MinY;
var y2 = MaxY;
if (ClampX == false)
{
x1 = -1000.0f;
x2 = 1000.0f;
}
if (ClampY == false)
{
y1 = -1000.0f;
y2 = 1000.0f;
}
if (ClampX == false && ClampY == false)
{
Gizmos.DrawLine(new Vector3( x1, 0.0f), new Vector3( x2, 0.0f));
Gizmos.DrawLine(new Vector3(0.0f, y1), new Vector3(0.0f, y2));
}
else
{
Gizmos.DrawLine(new Vector3(x1, y1), new Vector3(x2, y1));
Gizmos.DrawLine(new Vector3(x1, y2), new Vector3(x2, y2));
Gizmos.DrawLine(new Vector3(x1, y1), new Vector3(x1, y2));
Gizmos.DrawLine(new Vector3(x2, y1), new Vector3(x2, y2));
}
}
#endif
private static bool RayToPlane(Vector3 point, Vector3 normal, Ray ray, ref float distance)
{
var b = Vector3.Dot(ray.direction, normal);
if (Mathf.Approximately(b, 0.0f) == true)
{
return false;
}
var d = -Vector3.Dot(normal, point);
var a = -Vector3.Dot(ray.origin, normal) - d;
distance = a / b;
return distance > 0.0f;
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using UnityEditor;
using TARGET = LeanPlane;
[CanEditMultipleObjects]
[CustomEditor(typeof(TARGET))]
public class LeanPlane_Editor : CwEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("ClampX", "Should the plane be clamped on the x axis?");
if (Any(tgts, t => t.ClampX == true))
{
BeginIndent();
Draw("MinX", "", "Min");
Draw("MaxX", "", "Max");
EndIndent();
Separator();
}
Draw("ClampY", "Should the plane be clamped on the y axis?");
if (Any(tgts, t => t.ClampX == true))
{
BeginIndent();
Draw("MinY", "", "Min");
Draw("MaxY", "", "Max");
EndIndent();
Separator();
}
Draw("SnapX", "The distance between each position snap on the x axis.");
Draw("SnapY", "The distance between each position snap on the y axis.");
}
}
}
#endif
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