基础内容

必要插件安装
缓动曲线和动画基础
ElementFolder,Track与其次级模块,PathNode重构
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SoulliesOfficial
2025-01-26 21:10:16 -05:00
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using MoreMountains.Feedbacks;
#if MM_TEXTMESHPRO
using TMPro;
#endif
using UnityEngine;
namespace MoreMountains.Feel
{
[AddComponentMenu("")]
public class FeelSpringsAdvancedFloatDemo : MonoBehaviour
{
[Header("Bindings")]
public MMSpringPosition PositionSpring;
public MMSpringRotation RotationSpring;
public MMSpringScale ScaleSpring;
public FeelSpringsDemoSlider PositionDampingSlider;
public FeelSpringsDemoSlider PositionFrequencySlider;
public FeelSpringsDemoSlider RotationDampingSlider;
public FeelSpringsDemoSlider RotationFrequencySlider;
public FeelSpringsDemoSlider ScaleDampingSlider;
public FeelSpringsDemoSlider ScaleFrequencySlider;
public FeelSpringsDemoSlider BumpAmountSlider;
public Transform MovingObject;
protected Vector3 _newPosition = Vector3.zero;
protected Vector3 _newBump = Vector3.zero;
protected float _range = 0.375f;
protected virtual void Awake()
{
_newPosition = MovingObject.transform.localPosition;
}
public virtual void RandomMove()
{
_newPosition.x = UnityEngine.Random.Range(-_range, _range);
PositionSpring.MoveTo(_newPosition);
ScaleSpring.BumpRandom();
RotationSpring.BumpRandom();
}
public virtual void RandomBump()
{
_newBump.x = 0f;
_newBump.y = 0f;
_newBump.z = 1000f * BumpAmountSlider.value;
RotationSpring.Bump(_newBump);
_newBump.x = 10f * BumpAmountSlider.value;
_newBump.y = 10f * BumpAmountSlider.value;
_newBump.z = 0f;
ScaleSpring.Bump(_newBump);
}
protected virtual void Update()
{
PositionSpring.SpringVector3.SetDamping(PositionDampingSlider.value * Vector3.one);
PositionSpring.SpringVector3.SetFrequency(PositionFrequencySlider.value * Vector3.one);
RotationSpring.SpringVector3.SetDamping(RotationDampingSlider.value * Vector3.one);
RotationSpring.SpringVector3.SetFrequency(RotationFrequencySlider.value * Vector3.one);
ScaleSpring.SpringVector3.SetDamping(ScaleDampingSlider.value * Vector3.one);
ScaleSpring.SpringVector3.SetFrequency(ScaleFrequencySlider.value * Vector3.one);
}
}
}

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using MoreMountains.Feedbacks;
using MoreMountains.Tools;
#if MM_TEXTMESHPRO
using TMPro;
#endif
using UnityEngine;
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
using UnityEngine.InputSystem;
#endif
namespace MoreMountains.Feel
{
[AddComponentMenu("")]
public class FeelSpringsCellMovementDemo : MonoBehaviour
{
[Header("Spring")]
public MMSpringPosition MovementSpring;
public MMSpringRotation RotationSpring;
public MMSpringScale ScaleSpring;
[Header("Bindings")]
public FeelSpringsDemoSlider DampingSlider;
public FeelSpringsDemoSlider FrequencySlider;
public MMFeedbacks MoveFeedback;
protected Vector3 _newPosition;
protected float _cellWidth = 0.125f;
protected enum Directions { Left, Right, Up, Down }
protected Vector2 _currentPosition;
protected Vector3 _movementPosition;
protected virtual void Update()
{
UpdateSliderValues();
HandleInput();
}
public virtual void MoveRandomly()
{
int randomDirection = Random.Range(0, 4);
Move((Directions)randomDirection);
}
protected virtual void Move(Directions direction)
{
// we compute in _currentPosition the position we want to be in on the grid
// _currentPosition is a Vector2, with x and y values ranging from -3 to 3,
// representing the 7x7 grid we're moving on
// so at the start, _currentPosition is (0,0), meaning we're in the middle of the grid
// and if we were to move left, the new _currentPosition would be (-1,0), meaning we'd be one cell to the left
ComputeNewGridPosition(direction);
// then we simply move the spring to the new position, by passing it the world position we want to move to
// to get that world position, we multiply the current position by the cell width
_movementPosition.x = _currentPosition.x * _cellWidth;
_movementPosition.y = _currentPosition.y * _cellWidth;
_movementPosition.z = MovementSpring.Target.transform.localPosition.z;
// this is the only line required to have an object move using a spring in Feel :
MovementSpring.MoveTo(_movementPosition);
ScaleSpring.Bump(5f * Vector3.one);
MoveFeedback?.PlayFeedbacks();
}
protected virtual void Bump(Directions direction)
{
switch (direction)
{
case Directions.Left:
RotationSpring.Bump(new Vector3(0f,0f,-900f));
MovementSpring.Bump(new Vector3(4f,0f,0f));
break;
case Directions.Right:
RotationSpring.Bump(new Vector3(0f,0f,900f));
MovementSpring.Bump(new Vector3(-4f,0f,0f));
break;
case Directions.Up:
RotationSpring.Bump(new Vector3(0f,0f,450f));
MovementSpring.Bump(new Vector3(0f,-4f,0f));
break;
case Directions.Down:
RotationSpring.Bump(new Vector3(0f,0f,-450f));
MovementSpring.Bump(new Vector3(0f,4f,0f));
break;
}
}
protected virtual void ComputeNewGridPosition(Directions direction)
{
switch (direction)
{
case Directions.Left:
_currentPosition.x -= 1;
break;
case Directions.Right:
_currentPosition.x += 1;
break;
case Directions.Up:
_currentPosition.y += 1;
break;
case Directions.Down:
_currentPosition.y -= 1;
break;
}
if (_currentPosition.x < -3)
{
_currentPosition.x = -3;
Bump(Directions.Left);
return;
}
if (_currentPosition.x > 3)
{
_currentPosition.x = 3;
Bump(Directions.Right);
return;
}
if (_currentPosition.y < -3)
{
_currentPosition.y = -3;
Bump(Directions.Down);
return;
}
if (_currentPosition.y > 3)
{
_currentPosition.y = 3;
Bump(Directions.Up);
return;
}
}
protected virtual void HandleInput()
{
bool input;
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current.leftArrowKey.wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.LeftArrow);
#endif
if (input) { Move(Directions.Left); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current.rightArrowKey.wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.RightArrow);
#endif
if (input) { Move(Directions.Right); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current.downArrowKey.wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.DownArrow);
#endif
if (input) { Move(Directions.Down); }
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
input = Keyboard.current.upArrowKey.wasPressedThisFrame;
#else
input = Input.GetKeyDown(KeyCode.UpArrow);
#endif
if (input) { Move(Directions.Up); }
}
protected virtual void UpdateSliderValues()
{
// bind the slider values to the springs
MovementSpring.SpringVector3.SetDamping(DampingSlider.value * Vector3.one);
MovementSpring.SpringVector3.SetFrequency(FrequencySlider.value * Vector3.one);
}
}
}

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using System.Collections.Generic;
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
#if MM_TEXTMESHPRO
using TMPro;
#endif
using UnityEngine;
namespace MoreMountains.Feel
{
[AddComponentMenu("")]
public class FeelSpringsComparisonDemo : MonoBehaviour
{
[Header("Spring")]
public List<MMSpringFloat> Springs;
public List<Transform> MovingObjects;
public FeelSpringsDemoSlider BumpAmountSlider;
protected Vector3 _newPosition;
protected float _range = 0.375f;
protected virtual void OnEnable()
{
foreach (MMSpringFloat spring in Springs)
{
spring.CurrentValue = 0f;
spring.TargetValue = 0f;
spring.Velocity = 0f;
}
}
public virtual void RandomBump()
{
float bumpAmount = BumpAmountSlider.value;
foreach (MMSpringFloat spring in Springs)
{
spring.Bump(bumpAmount);
}
}
protected virtual void Update()
{
for (int i = 0; i < Springs.Count; i++)
{
Springs[i].UpdateSpringValue(Time.deltaTime);
_newPosition = MovingObjects[i].transform.localPosition;
_newPosition.x = MMMaths.Remap(Springs[i].CurrentValue, -1f, 1f, -_range, _range);
MovingObjects[i].transform.localPosition = _newPosition;
}
}
}
}

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using System.Collections.Generic;
using MoreMountains.Tools;
using UnityEngine;
namespace MoreMountains.Feel
{
[AddComponentMenu("")]
public class FeelSpringsDemoManager : MonoBehaviour
{
[Header("Bindings")]
public List<GameObject> DemoObjects;
[MMReadOnly] public int CurrentIndex = 0;
protected virtual void Start()
{
EnableCurrentDemo();
}
public virtual void NextDemo()
{
CurrentIndex++;
if (CurrentIndex >= DemoObjects.Count)
{
CurrentIndex = 0;
}
EnableCurrentDemo();
}
public virtual void PreviousDemo()
{
CurrentIndex--;
if (CurrentIndex < 0)
{
CurrentIndex = DemoObjects.Count - 1;
}
EnableCurrentDemo();
}
protected virtual void EnableCurrentDemo()
{
foreach (GameObject demoObject in DemoObjects)
{
demoObject.gameObject.SetActive(false);
}
DemoObjects[CurrentIndex].SetActive(true);
}
}
}

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#if MM_TEXTMESHPRO
using TMPro;
#endif
using UnityEngine;
#if MM_UI
using UnityEngine.UI;
#endif
namespace MoreMountains.Feel
{
[AddComponentMenu("")]
public class FeelSpringsDemoSlider : MonoBehaviour
{
#if MM_UI
[Header("Bindings")]
public Slider TargetSlider;
#endif
#if MM_TEXTMESHPRO
public TMP_Text ValueText;
#endif
#if MM_UI
public float value => TargetSlider.value;
#else
public float value => 0f;
#endif
public void UpdateText()
{
#if MM_TEXTMESHPRO
ValueText.text = TargetSlider.value.ToString("F2");
#endif
}
}
}

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using MoreMountains.Feedbacks;
using MoreMountains.Tools;
#if MM_TEXTMESHPRO
using TMPro;
#endif
using UnityEngine;
namespace MoreMountains.Feel
{
[AddComponentMenu("")]
public class FeelSpringsFloatDemo : MonoBehaviour
{
[Header("Spring")]
public MMSpringFloat FloatSpring;
[Header("Bindings")]
public FeelSpringsDemoSlider DampingSlider;
public FeelSpringsDemoSlider FrequencySlider;
public FeelSpringsDemoSlider BumpAmountSlider;
public Transform MovingObject;
protected Vector3 _newPosition;
protected float _range = 0.375f;
protected virtual void OnEnable()
{
FloatSpring.CurrentValue = 0f;
FloatSpring.TargetValue = 0f;
FloatSpring.Velocity = 0f;
}
public virtual void RandomMove()
{
FloatSpring.MoveTo(UnityEngine.Random.Range(-1f,1f));
}
public virtual void RandomBump()
{
float bumpAmount = BumpAmountSlider.value;
FloatSpring.BumpRandom(-bumpAmount, bumpAmount);
}
protected virtual void Update()
{
FloatSpring.Damping = DampingSlider.value;
FloatSpring.Frequency = FrequencySlider.value;
FloatSpring.UpdateSpringValue(Time.deltaTime);
_newPosition = MovingObject.transform.localPosition;
_newPosition.x = MMMaths.Remap(FloatSpring.CurrentValue, -1f, 1f, -_range, _range);
MovingObject.transform.localPosition = _newPosition;
}
}
}

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using MoreMountains.Feedbacks;
using MoreMountains.Tools;
#if MM_TEXTMESHPRO
using TMPro;
#endif
using UnityEngine;
namespace MoreMountains.Feel
{
[AddComponentMenu("")]
public class FeelSpringsVector2Demo : MonoBehaviour
{
[Header("Spring")]
public MMSpringFloat SpringX;
public MMSpringFloat SpringY;
[Header("Bindings")]
public FeelSpringsDemoSlider DampingXSlider;
public FeelSpringsDemoSlider FrequencyXSlider;
public FeelSpringsDemoSlider DampingYSlider;
public FeelSpringsDemoSlider FrequencyYSlider;
public FeelSpringsDemoSlider BumpAmountSlider;
public Transform MovingObject;
protected Vector3 _newPosition;
protected float _range = 0.375f;
protected virtual void OnEnable()
{
SpringX.CurrentValue = 0f;
SpringX.TargetValue = 0f;
SpringX.Velocity = 0f;
SpringY.CurrentValue = 0f;
SpringY.TargetValue = 0f;
SpringY.Velocity = 0f;
}
public virtual void RandomMove()
{
SpringX.MoveTo(UnityEngine.Random.Range(-1f,1f));
SpringY.MoveTo(UnityEngine.Random.Range(-1f,1f));
}
public virtual void RandomBump()
{
float bumpAmount = BumpAmountSlider.value;
SpringX.BumpRandom(-bumpAmount, bumpAmount);
SpringY.BumpRandom(-bumpAmount, bumpAmount);
}
protected virtual void Update()
{
SpringX.Damping = DampingXSlider.value;
SpringY.Damping = DampingYSlider.value;
SpringX.Frequency = FrequencyXSlider.value;
SpringY.Frequency = FrequencyYSlider.value;
SpringX.UpdateSpringValue(Time.deltaTime);
SpringY.UpdateSpringValue(Time.deltaTime);
_newPosition = MovingObject.transform.localPosition;
_newPosition.x = MMMaths.Remap(SpringX.CurrentValue, -1f, 1f, -_range, _range);
_newPosition.y = MMMaths.Remap(SpringY.CurrentValue, -1f, 1f, -_range, _range);
MovingObject.transform.localPosition = _newPosition;
}
}
}

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using MoreMountains.Feedbacks;
using MoreMountains.Tools;
#if MM_TEXTMESHPRO
using TMPro;
#endif
using UnityEngine;
namespace MoreMountains.Feel
{
[AddComponentMenu("")]
public class FeelSpringsVector3Demo : MonoBehaviour
{
[Header("Spring")]
public MMSpringFloat SpringX;
public MMSpringFloat SpringY;
public MMSpringFloat SpringZ;
[Header("Bindings")]
public FeelSpringsDemoSlider DampingXSlider;
public FeelSpringsDemoSlider FrequencyXSlider;
public FeelSpringsDemoSlider DampingYSlider;
public FeelSpringsDemoSlider FrequencyYSlider;
public FeelSpringsDemoSlider DampingZSlider;
public FeelSpringsDemoSlider FrequencyZSlider;
public FeelSpringsDemoSlider BumpAmountSlider;
public Transform MovingObject;
protected Vector3 _newPosition;
protected float _range = 0.375f;
protected virtual void OnEnable()
{
SpringX.CurrentValue = 0f;
SpringX.TargetValue = 0f;
SpringX.Velocity = 0f;
SpringY.CurrentValue = 0f;
SpringY.TargetValue = 0f;
SpringY.Velocity = 0f;
SpringZ.CurrentValue = 0f;
SpringZ.TargetValue = 0f;
SpringZ.Velocity = 0f;
}
public virtual void RandomMove()
{
SpringX.MoveTo(UnityEngine.Random.Range(-1f,1f));
SpringY.MoveTo(UnityEngine.Random.Range(-1f,1f));
SpringZ.MoveTo(UnityEngine.Random.Range(-1f,1f));
}
public virtual void RandomBump()
{
float bumpAmount = BumpAmountSlider.value;
SpringX.BumpRandom(-bumpAmount, bumpAmount);
SpringY.BumpRandom(-bumpAmount, bumpAmount);
SpringZ.BumpRandom(-bumpAmount, bumpAmount);
}
protected virtual void Update()
{
SpringX.Damping = DampingXSlider.value;
SpringY.Damping = DampingYSlider.value;
SpringX.Frequency = FrequencyXSlider.value;
SpringY.Frequency = FrequencyYSlider.value;
SpringZ.Damping = DampingZSlider.value;
SpringZ.Frequency = FrequencyZSlider.value;
SpringX.UpdateSpringValue(Time.deltaTime);
SpringY.UpdateSpringValue(Time.deltaTime);
SpringZ.UpdateSpringValue(Time.deltaTime);
_newPosition = MovingObject.transform.localPosition;
_newPosition.x = MMMaths.Remap(SpringX.CurrentValue, -1f, 1f, -_range, _range);
_newPosition.y = MMMaths.Remap(SpringY.CurrentValue, -1f, 1f, -_range, _range) + 1f;
_newPosition.z = MMMaths.Remap(SpringZ.CurrentValue, -1f, 1f, -_range, _range);
MovingObject.transform.localPosition = _newPosition;
}
}
}

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