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Copy pathCFollowObject.cs
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192 lines (156 loc) · 4.79 KB
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using UnityEngine;
using System.Collections;
public class CFollowObject : CObjectBase
{
public enum EFollowPos
{
All,
X,
XY,
XZ,
Y,
YZ,
Z
}
public enum EFollowMode
{
ControlOutside,
FixedUpdate,
Update,
}
[Header("쫓아가기 옵션")]
[SerializeField]
private EFollowPos _eFollowPos = EFollowPos.All;
[SerializeField]
private Transform _pTransTarget = null;
[SerializeField]
private EFollowMode _bUseFixedUpdate = EFollowMode.Update;
[SerializeField]
private bool _bIsSmoothFollow = false;
[SerializeField] [Range(0, 1f)]
private float _fSmoothFollowDelta = 0.1f;
[Header("흔들기 옵션")]
[SerializeField]
private float _fShakeMinusDelta = 0.1f;
[Header( "디버그용" )]
private bool _bIsFollow = false;
private Vector3 _vecAwakePos;
private Vector3 _vecOriginPos;
private Vector3 _vecTargetOffset;
private float _fRemainShakePow;
private bool _bFollowX;
private bool _bFollowY;
private bool _bFollowZ;
// ========================== [ Division ] ========================== //
public void DoSetPos_OnAwake()
{
transform.position = _vecAwakePos;
}
public void DoShakeObject(float fShakePow)
{
if(_fRemainShakePow <= 0f)
{
//Debug.Log("Shake Start CurrentPos : " + _pTransformCashed.position + " Offset : " + _vecTargetOffset);
_vecOriginPos = _pTransformCached.position;
}
_fRemainShakePow = fShakePow;
}
public void DoInitTarget(Transform pTarget)
{
_pTransTarget = pTarget;
DoResetFollowOffset();
}
public void DoResetFollowOffset()
{
if (_pTransTarget == null) return;
_vecTargetOffset = _pTransTarget.position - _pTransformCached.position;
_bFollowX = _eFollowPos == EFollowPos.All || _eFollowPos == EFollowPos.X || _eFollowPos == EFollowPos.XY || _eFollowPos == EFollowPos.XZ;
_bFollowY = _eFollowPos == EFollowPos.All || _eFollowPos == EFollowPos.Y || _eFollowPos == EFollowPos.XY || _eFollowPos == EFollowPos.YZ;
_bFollowZ = _eFollowPos == EFollowPos.All || _eFollowPos == EFollowPos.Z || _eFollowPos == EFollowPos.XZ || _eFollowPos == EFollowPos.YZ;
}
public void DoSetFollow(bool bFollow)
{
_bIsFollow = bFollow;
}
public void DoUpdateFollow()
{
if (_bIsFollow == false) return;
if (_pTransTarget == null) return;
Vector3 vecFollowPos = _pTransformCached.position;
Vector3 vecTargetPos = _pTransTarget.position;
if(_bIsSmoothFollow)
ProcFollow_Smooth( ref vecFollowPos, vecTargetPos );
else
ProcFollow_Normal( ref vecFollowPos, vecTargetPos );
vecFollowPos = ProcShake( vecFollowPos );
_pTransformCached.position = vecFollowPos;
}
// ========================== [ Division ] ========================== //
protected override void OnAwake()
{
base.OnAwake();
_vecAwakePos = transform.position;
if (_pTransTarget != null)
{
DoInitTarget( _pTransTarget );
DoSetFollow( true );
}
}
protected override void OnUpdate()
{
base.OnUpdate();
if (_bUseFixedUpdate == EFollowMode.Update)
DoUpdateFollow();
}
private void FixedUpdate()
{
if (_bUseFixedUpdate == EFollowMode.FixedUpdate)
DoUpdateFollow();
}
// ========================== [ Division ] ========================== //
private void ProcFollow_Smooth( ref Vector3 vecFollowPos, Vector3 vecTargetPos )
{
Vector3 vecDestPos = vecFollowPos;
ProcFollow_Normal( ref vecDestPos, vecTargetPos );
vecFollowPos = Vector3.Lerp( _pTransformCached.position, vecDestPos, _fSmoothFollowDelta );
}
private void ProcFollow_Normal( ref Vector3 vecFollowPos, Vector3 vecTargetPos )
{
if (_eFollowPos != EFollowPos.All)
{
if (_bFollowX)
vecFollowPos.x = vecTargetPos.x - _vecTargetOffset.x;
if (_bFollowY)
vecFollowPos.y = vecTargetPos.y - _vecTargetOffset.y;
if (_bFollowZ)
vecFollowPos.z = vecTargetPos.z - _vecTargetOffset.z;
}
else
vecFollowPos = vecTargetPos - _vecTargetOffset;
}
private Vector3 ProcShake(Vector3 vecFollowPos )
{
if (_fRemainShakePow > 0f)
{
_fRemainShakePow -= _fShakeMinusDelta;
if (_fRemainShakePow <= 0f)
{
if (_bFollowX == false)
vecFollowPos.x = _vecOriginPos.x;
if (_bFollowY == false)
vecFollowPos.y = _vecOriginPos.y;
if (_bFollowZ == false)
vecFollowPos.z = _vecOriginPos.z;
}
else
{
Vector3 vecShakePos = PrimitiveHelper.RandomRange( vecFollowPos.AddFloat( -_fRemainShakePow ), vecFollowPos.AddFloat( _fRemainShakePow ) );
//if (_bFollowX) vecFollowPos.x = vecShakePos.x;
//if (_bFollowY) vecFollowPos.y = vecShakePos.y;
//if (_bFollowZ) vecFollowPos.z = vecShakePos.z;
vecFollowPos = vecShakePos;
}
}
return vecFollowPos;
}
}