71 lines
3.0 KiB
C#
71 lines
3.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MoreMountains.Tools;
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using UnityEngine;
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using UnityEngine.Scripting.APIUpdating;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback allows you to hold a reference, that can then be used by other feedbacks to automatically set their target.
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/// It doesn't do anything when played.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback allows you to hold a reference, that can then be used by other feedbacks to automatically set their target. It doesn't do anything when played.")]
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[MovedFrom(false, null, "MoreMountains.Feedbacks")]
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[FeedbackPath("Feedbacks/MMF Reference Holder")]
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public class MMF_ReferenceHolder : MMF_Feedback
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{
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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/// sets the inspector color for this feedback
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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.FeedbacksColor; } }
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public override Color DisplayColor { get { return MMFeedbacksInspectorColors.FeedbacksColor.MMDarken(0.15f); } }
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public override string RequiredTargetText => GameObjectReference != null ? GameObjectReference.name : "";
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#endif
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/// the duration of this feedback is 0
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public override float FeedbackDuration => 0f;
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public override bool DisplayFullHeaderColor => true;
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[MMFInspectorGroup("References", true, 37, true)]
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/// the game object to set as the target (or on which to look for a specific component as a target) of all feedbacks that may look at this reference holder for a target
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[Tooltip("the game object to set as the target (or on which to look for a specific component as a target) of all feedbacks that may look at this reference holder for a target")]
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public GameObject GameObjectReference;
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/// whether or not to force this reference holder on all compatible feedbacks in the MMF Player's list
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[Tooltip("whether or not to force this reference holder on all compatible feedbacks in the MMF Player's list")]
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public bool ForceReferenceOnAll = false;
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/// <summary>
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/// On init we force our reference on all feedbacks if needed
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/// </summary>
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/// <param name="owner"></param>
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protected override void CustomInitialization(MMF_Player owner)
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{
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base.CustomInitialization(owner);
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if (ForceReferenceOnAll)
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{
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for (int index = 0; index < Owner.FeedbacksList.Count; index++)
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{
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if (Owner.FeedbacksList[index].HasAutomatedTargetAcquisition)
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{
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Owner.FeedbacksList[index].SetIndexInFeedbacksList(index);
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Owner.FeedbacksList[index].ForcedReferenceHolder = this;
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Owner.FeedbacksList[index].ForceAutomateTargetAcquisition();
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}
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}
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}
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}
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/// <summary>
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/// On Play we do nothing
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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return;
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}
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}
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} |