BITFALL/Assets/BITKit/Unity/Scripts/Location/LocationAdditive.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.Rendering;
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// ReSharper disable InvertIf
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namespace BITKit
{
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public class LocationAdditive : MonoBehaviour
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{
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[SerializeReference,SubclassSelector] internal IReference autoReference;
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[SerializeField] private bool disabledRotation;
[SerializeField] private bool disabledPosition;
[SerializeField] private Vector3 positionWeight=Vector3.one;
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private Vector3 currentPosition;
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private Quaternion currentRotation=Quaternion.identity;
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private Vector3 globalPosition;
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private readonly Optional<Quaternion> globalRotation = new(Quaternion.identity);
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private Transform _transform;
public Vector3 Position
{
get => _transform.localPosition;
set => _transform.localPosition = value;
}
public Quaternion Rotation
{
get => _transform.localRotation;
set => _transform.localRotation = value;
}
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public void AddPosition(Vector3 value)
{
currentPosition += value;
}
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// public void AddEuler(Vector3 value)
// {
// //currentEuler += value;
// currentRotation *= Quaternion.Euler(value);
// }
public void AddRotation(Quaternion value)
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{
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currentRotation *= value;
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}
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public void SetGlobalPosition(Vector3 value)
{
globalPosition = value;
}
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public void SetGlobalRotation(Quaternion value)
{
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globalRotation.SetValueThenAllow(value);
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}
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private void Start()
{
_transform = transform;
}
private void LateUpdate()
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{
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currentPosition = Vector3.Scale(currentPosition, positionWeight);
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currentPosition = Vector3.ClampMagnitude(currentPosition, 4096);
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if (disabledRotation is false)
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{
if (globalRotation.Allow)
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{
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transform.rotation =globalRotation * currentRotation;
}
else
{
transform.localRotation = currentRotation;
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}
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}
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if (disabledPosition is false)
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{
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switch (currentPosition, globalPosition)
{
case var (position, global) when position.IsDefault() is false && global.IsDefault():
transform.localPosition = position;
break;
case var (position, global) when position.IsDefault() && global.IsDefault() is false:
transform.position = globalPosition = global;
break;
case var (position, global) when position.IsDefault() is false && global.IsDefault() is false:
transform.position = globalPosition = global + position;
break;
}
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}
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currentRotation = Quaternion.identity;
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currentPosition = Vector3.zero;
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}
}
}