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WadeUtils.cs
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653 lines (571 loc) · 18.4 KB
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using UnityEngine;
using System.Collections;
public struct InputTags
{
public string horizontal; // AD Left stick X
public string vertical; // WS Left stick Y
public string horizontal2; // MouseX Right stick X
public string vertical2; // MouseY Right stick Y
public string jump; // Spacebar A
public string fire; // Left mouse LT
public string fire2; // Right mouse RT
public string action; // E X
public string action2; // R Y
public string action3; // Q B
public string action4; // 1 LB
public string action5; // 2 RT
public string pause; // Escape Start
}
public static class WadeUtils
{
public static string horizontal = "Horizontal"; // AD Left stick X
public static string vertical = "Vertical"; // WS Left stick Y
public static string horizontal2 = "Mouse X"; // MouseX Right stick X
public static string vertical2 = "Mouse Y"; // MouseY Right stick Y
public static string jump = "Jump"; // Spacebar A
public static string fire = "Fire"; // Left mouse LT
public static string fire2 = "Fire2"; // Right mouse RT
public static string action = ""; // E X
public static string action2 = ""; // R Y
public static string action3 = ""; // Q B
public static string action4 = ""; // 1 LB
public static string action5 = ""; // 2 RT
public static string pause = ""; // Escape Start
public const int emptyLayer = 0;
/// <summary>
/// Gets the input tags.
/// </summary>
/// <value>The input tags.</value>
public static InputTags inputTags
{
get
{
InputTags tags;
tags.horizontal = horizontal;
tags.vertical = vertical;
tags.horizontal2 = horizontal2;
tags.vertical2 = vertical2;
tags.jump = jump;
tags.fire = fire;
tags.fire2 = fire2;
tags.action = action;
tags.action2 = action2;
tags.action3 = action3;
tags.action4 = action4;
tags.action5 = action5;
tags.pause = pause;
return tags;
}
}
#region Floats
/// <summary>
/// Clamps this floats value between min and max.
/// </summary>
/// <param name="value">Value.</param>
/// <param name="min">Minimum.</param>
/// <param name="max">Max.</param>
public static void Clamp(ref float value, float min, float max)
{
value = Mathf.Clamp (value, min, max);
}
/// <summary>
/// Interpolates to point t along a line between from and to.
/// </summary>
/// <param name="from">From.</param>
/// <param name="to">To.</param>
/// <param name="t">T.</param>
public static void Lerp(ref float from, float to, float t)
{
from = Mathf.Lerp (from, to, t);
}
#endregion
#region Vector2s
/// <summary>
/// Interpolates to point t along a line between from and to.
/// </summary>
/// <param name="from">From.</param>
/// <param name="to">To.</param>
/// <param name="t">T.</param>
public static void Lerp(ref Vector2 from, Vector2 to, float t)
{
from = Vector2.Lerp(from, to, t);
}
/// <summary>
/// Find distance from this point to another point.
/// </summary>
/// <returns>The to.</returns>
/// <param name="pointA">Point a.</param>
/// <param name="pointB">Point b.</param>
public static float DistanceTo(this Vector2 pointA, Vector4 pointB)
{
return ((Vector4)pointA).DistanceTo(pointB);
}
#endregion
#region Vector3s
/// <summary>
/// Interpolates to point t along a line between from and to.
/// </summary>
/// <param name="from">From.</param>
/// <param name="to">To.</param>
/// <param name="t">T.</param>
public static void Lerp(ref Vector3 from, Vector3 to, float t)
{
from = Vector3.Lerp(from, to, t);
}
/// <summary>
/// Slerp the specified from, to and t.
/// </summary>
/// <param name="from">From.</param>
/// <param name="to">To.</param>
/// <param name="t">T.</param>
public static void Slerp(ref Vector3 from, Vector3 to, float t)
{
from = Vector3.Slerp(from, to, t);
}
/// <summary>
/// Find distance from this point to another point.
/// </summary>
/// <returns>The to.</returns>
/// <param name="pointA">Point a.</param>
/// <param name="pointB">Point b.</param>
public static float DistanceTo(this Vector3 pointA, Vector4 pointB)
{
return ((Vector4)pointA).DistanceTo(pointB);
}
#endregion
#region Vector4s
/// <summary>
/// Interpolates to point t along a line between from and to.
/// </summary>
/// <param name="from">From.</param>
/// <param name="to">To.</param>
/// <param name="t">T.</param>
public static void Lerp(ref Vector4 from, Vector4 to, float t)
{
from = Vector4.Lerp(from, to, t);
}
/// <summary>
/// Find distance from this point to another point.
/// </summary>
/// <returns>The to.</returns>
/// <param name="pointA">Point a.</param>
/// <param name="pointB">Point b.</param>
public static float DistanceTo(this Vector4 pointA, Vector4 pointB)
{
return Vector4.Distance (pointA, pointB);
}
/// <summary>
/// Gets the Input on defined axes.
/// </summary>
/// <returns>The input axes.</returns>
/// <param name="x">Axis1.</param>
/// <param name="y">Axis2.</param>
/// <param name="z">Axis3.</param>
/// <param name="w">Axis4.</param>
public static Vector4 GetInputAxes(string x = null, string y = null, string z = null, string w = null)
{
Vector4 axes = Vector4.zero;
if(x != null)
{
axes.x = Input.GetAxis(x);
}
if(y != null)
{
axes.y = Input.GetAxis(y);
}
if(z != null)
{
axes.x = Input.GetAxis(x);
}
if(w != null)
{
axes.y = Input.GetAxis(y);
}
return axes;
}
#endregion
#region Quaternions
/// <summary>
/// Sets the rotation x.
/// </summary>
/// <param name="rotation">Rotation.</param>
/// <param name="angle">Angle.</param>
public static void SetRotationX(ref Quaternion rotation, float angle)
{
Vector3 eulers = rotation.eulerAngles;
eulers.x = angle;
rotation.eulerAngles = eulers;
}
/// <summary>
/// Sets the rotation y.
/// </summary>
/// <param name="rotation">Rotation.</param>
/// <param name="angle">Angle.</param>
public static void SetRotationY(ref Quaternion rotation, float angle)
{
Vector3 eulers = rotation.eulerAngles;
eulers.y = angle;
rotation.eulerAngles = eulers;
}
/// <summary>
/// Sets the rotation z.
/// </summary>
/// <param name="rotation">Rotation.</param>
/// <param name="angle">Angle.</param>
public static void SetRotationZ(ref Quaternion rotation, float angle)
{
Vector3 eulers = rotation.eulerAngles;
eulers.z = angle;
rotation.eulerAngles = eulers;
}
/// <summary>
/// Interpolates to point t along a line between from and to.
/// </summary>
/// <param name="from">From.</param>
/// <param name="to">To.</param>
/// <param name="t">T.</param>
public static void Lerp(ref Quaternion from, Quaternion to, float t)
{
from = Quaternion.Lerp (from, to, t);
}
/// <summary>
/// Slerp the specified from, to and t.
/// </summary>
/// <param name="from">From.</param>
/// <param name="to">To.</param>
/// <param name="t">T.</param>
public static void Slerp(ref Quaternion from, Quaternion to, float t)
{
from = Quaternion.Slerp (from, to, t);
}
#endregion
#region Transform
/// <summary>
/// Sets the position x.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="x">The x coordinate.</param>
public static void SetPositionX(this Transform transform, float x)
{
transform.position = new Vector3 (x, transform.position.y, transform.position.z);
}
/// <summary>
/// Sets the position y.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="y">The y coordinate.</param>
public static void SetPositionY(this Transform transform, float y)
{
transform.position = new Vector3 (transform.position.x, y, transform.position.z);
}
/// <summary>
/// Sets the position z.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="z">The z coordinate.</param>
public static void SetPositionZ(this Transform transform, float z)
{
transform.position = new Vector3 (transform.position.x, transform.position.y, z);
}
/// <summary>
/// Adds the position.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="offset">Offset.</param>
public static void AddPosition(this Transform transform, Vector3 offset)
{
transform.position += offset;
}
/// <summary>
/// Adds the position.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
/// <param name="z">The z coordinate.</param>
public static void AddPosition(this Transform transform, float x, float y, float z)
{
transform.position += new Vector3(x, y, z);
}
/// <summary>
/// Sets the rotation x.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="x">The x coordinate.</param>
public static void SetRotationX(this Transform transform, float x)
{
transform.rotation *= Quaternion.Euler(x, transform.position.y, transform.position.z);
}
/// <summary>
/// Sets the rotation y.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="y">The y coordinate.</param>
public static void SetRotationY(this Transform transform, float y)
{
transform.rotation *= Quaternion.Euler(transform.position.x, y, transform.position.z);
}
/// <summary>
/// Sets the rotation z.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="z">The z coordinate.</param>
public static void SetRotationZ(this Transform transform, float z)
{
transform.rotation *= Quaternion.Euler(transform.position.x, transform.position.y, z);
}
/// <summary>
/// Adds to the transform's rotation.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="offset">Offset.</param>
public static void AddRotation(this Transform transform, Vector3 offset)
{
transform.rotation *= Quaternion.Euler(offset);
}
/// <summary>
/// Adds to the transform's rotation.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
/// <param name="z">The z coordinate.</param>
public static void AddRotation(this Transform transform, float x, float y, float z)
{
transform.rotation *= Quaternion.Euler(new Vector3(x, y, z));
}
/// <summary>
/// Sets the rotation x.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="x">The x coordinate.</param>
public static void SetScaleX(this Transform transform, float x)
{
transform.localScale = new Vector3(x, transform.position.y, transform.position.z);
}
/// <summary>
/// Sets the rotation y.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="y">The y coordinate.</param>
public static void SetScaleY(this Transform transform, float y)
{
transform.localScale = new Vector3(transform.position.x, y, transform.position.z);
}
/// <summary>
/// Sets the rotation z.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="z">The z coordinate.</param>
public static void SetScaleZ(this Transform transform, float z)
{
transform.localScale = new Vector3(transform.position.x, transform.position.y, z);
}
/// <summary>
/// Adds the scale.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="offset">Offset.</param>
public static void AddScale(this Transform transform, Vector3 offset)
{
transform.localScale += offset;
}
/// <summary>
/// Adds the scale.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
/// <param name="z">The z coordinate.</param>
public static void AddScale(this Transform transform, float x, float y, float z)
{
transform.localScale += new Vector3(x, y, z);
}
/// <summary>
/// Lerps to face a target.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="target">Target.</param>
/// <param name="t">T.</param>
public static void LerpLookAt(this Transform transform, Transform target, float t)
{
Quaternion currentRot = transform.rotation;
transform.LookAt (target);
Quaternion lookRot = transform.rotation;
transform.rotation = Quaternion.Lerp (currentRot, lookRot, t);
}
/// <summary>
/// Lerps to face a position.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="target">Target.</param>
/// <param name="t">T.</param>
public static void LerpLookAt(this Transform transform, Vector3 target, float t)
{
Quaternion currentRot = transform.rotation;
transform.LookAt (target);
Quaternion lookRot = transform.rotation;
transform.rotation = Quaternion.Lerp (currentRot, lookRot, t);
}
/// <summary>
/// LookAt(Transform) with control of whether you rotate along X and Y axes.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="target">Target.</param>
/// <param name="xRotate">If set to <c>true</c> x rotate.</param>
/// <param name="yRotate">If set to <c>true</c> y rotate.</param>
public static void LookAtWithAxisControl(this Transform transform, Transform target, bool xRotate, bool yRotate)
{
transform.LookAtWithAxisControl (target.position, xRotate, yRotate);
}
/// <summary>
/// LookAt(Vector3) with control of whether you rotate along X and Y axes.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="targetPos">Target position.</param>
/// <param name="xRotate">If set to <c>true</c> x rotate.</param>
/// <param name="yRotate">If set to <c>true</c> y rotate.</param>
public static void LookAtWithAxisControl(this Transform transform, Vector3 targetPos, bool xRotate, bool yRotate)
{
if(!xRotate && !yRotate)
{
Debug.LogError("Error: No LookAt because both axes are disabled");
Debug.DebugBreak();
}
Vector3 lookPos = targetPos;
lookPos.y = xRotate ? targetPos.y : transform.position.y;
lookPos.x = yRotate ? targetPos.x : transform.position.x;
transform.LookAt(lookPos);
}
/// <summary>
/// Lerp towards LookAt(Transform) with control over whether you rotate on X and Y.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="target">Target.</param>
/// <param name="xRotate">If set to <c>true</c> x rotate.</param>
/// <param name="yRotate">If set to <c>true</c> y rotate.</param>
/// <param name="t">T.</param>
public static void LerpLookAtWithAxisControl(this Transform transform, Transform target, bool xRotate, bool yRotate, float t)
{
transform.LerpLookAtWithAxisControl(target.position, xRotate, yRotate, t);
}
/// <summary>
/// Lerp towards LookAt(Vector3) with control over whether you rotate on X and Y.
/// </summary>
/// <param name="transform">Transform.</param>
/// <param name="targetPos">Target position.</param>
/// <param name="xRotate">If set to <c>true</c> x rotate.</param>
/// <param name="yRotate">If set to <c>true</c> y rotate.</param>
/// <param name="t">T.</param>
public static void LerpLookAtWithAxisControl(this Transform transform, Vector3 targetPos, bool xRotate, bool yRotate, float t)
{
if(!xRotate && !yRotate)
{
Debug.LogError("Error: No LookAt because both axes are disabled");
Debug.DebugBreak();
}
Vector3 lookPos = targetPos;
lookPos.y = xRotate ? targetPos.y : transform.position.y;
lookPos.x = yRotate ? targetPos.x : transform.position.x;
transform.LerpLookAt(lookPos, t);
}
/// <summary>
/// Convert vector into transform space.
/// </summary>
/// <returns>The vector relative.</returns>
/// <param name="transform">Transform.</param>
/// <param name="vec">Vec.</param>
public static Vector3 SetVectorRelative(this Transform transform, Vector3 vec)
{
return transform.TransformDirection (vec);
}
/// <summary>
/// Convert vector into transform space.
/// </summary>
/// <returns>The vector relative.</returns>
/// <param name="transform">Transform.</param>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
/// <param name="z">The z coordinate.</param>
public static Vector3 SetVectorRelative(this Transform transform, float x, float y, float z)
{
return transform.TransformDirection (x, y, z);
}
#endregion
#region Physics
/// <summary>
/// Raycast and return HitInfo.
/// </summary>
/// <param name="hit">Hit.</param>
/// <param name="ray">Ray.</param>
/// <param name="layer">Layer.</param>
/// <param name="dist">Dist.</param>
public static RaycastHit RaycastAndGetInfo(Ray ray, LayerMask layer, float dist = Mathf.Infinity)
{
return RaycastAndGetInfo (ray.origin, ray.direction, layer, dist);
}
/// <summary>
/// Raycast and return HitInfo.
/// </summary>
/// <returns>The and get info.</returns>
/// <param name="origin">Origin.</param>
/// <param name="dir">Dir.</param>
/// <param name="layer">Layer.</param>
/// <param name="dist">Dist.</param>
public static RaycastHit RaycastAndGetInfo(Vector3 origin, Vector3 dir, LayerMask layer, float dist = Mathf.Infinity)
{
RaycastHit hit;
Physics.Raycast(origin, dir, out hit, dist, layer);
return hit;
}
/// <summary>
/// Raycast and return HitInfo.
/// </summary>
/// <returns>The and get info.</returns>
/// <param name="ray">Ray.</param>
/// <param name="dist">Dist.</param>
public static RaycastHit RaycastAndGetInfo( Ray ray, float dist = Mathf.Infinity)
{
return RaycastAndGetInfo (ray.origin, ray.direction, dist);
}
/// <summary>
/// Raycast and return HitInfo.
/// </summary>
/// <returns>The and get info.</returns>
/// <param name="origin">Origin.</param>
/// <param name="dir">Dir.</param>
/// <param name="dist">Dist.</param>
public static RaycastHit RaycastAndGetInfo(Vector3 origin, Vector3 dir, float dist = Mathf.Infinity)
{
RaycastHit hit;
Physics.Raycast (origin, dir, out hit, dist);
return hit;
}
#endregion
#region Coroutines
/// <summary>
/// Wait the specified time.
/// </summary>
/// <param name="time">Time.</param>
public static YieldInstruction Wait(float time)
{
return new WaitForSeconds (time);
}
#endregion
/// <summary>
/// Use this in place of Monobehaviour's Instantiate to get GameObject reference without manually casting to GameObject.
/// </summary>
/// <param name="obj">Object.</param>
public static GameObject Instantiate(GameObject obj)
{
return (GameObject)MonoBehaviour.Instantiate (obj);
}
/// <summary>
/// Use this in place of Monobehaviour's Instantiate to get GameObject reference without manually casting to GameObject.
/// </summary>
/// <param name="obj">Object.</param>
public static GameObject Instantiate(GameObject obj, Vector3 pos, Quaternion rot)
{
return (GameObject)MonoBehaviour.Instantiate (obj, pos, rot);
}
}