491 lines
22 KiB
C#
491 lines
22 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Unity.Cinemachine
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{
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/// <summary>
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/// Property applied to CinemachineImpulseManager Channels.
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/// Used for custom drawing in the inspector.
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/// </summary>
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public sealed class CinemachineImpulseChannelPropertyAttribute : PropertyAttribute {}
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/// <summary>
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/// This is a singleton object that manages all Impulse Events generated by the Cinemachine
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/// Impulse module. This singleton owns and manages all ImpulseEvent objects.
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/// </summary>
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public class CinemachineImpulseManager
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{
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private CinemachineImpulseManager() {}
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private static CinemachineImpulseManager s_Instance = null;
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/// <summary>Get the singleton instance</summary>
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public static CinemachineImpulseManager Instance
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{
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get
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{
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if (s_Instance == null)
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s_Instance = new CinemachineImpulseManager();
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return s_Instance;
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}
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}
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[RuntimeInitializeOnLoadMethod]
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static void InitializeModule()
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{
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if (s_Instance != null)
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s_Instance.Clear();
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}
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const float Epsilon = UnityVectorExtensions.Epsilon;
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/// <summary>This defines the time-envelope of the signal.
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/// The raw signal will be scaled to fit inside the envelope.</summary>
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[Serializable]
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public struct EnvelopeDefinition
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{
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/// <summary>Normalized curve defining the shape of the start of the envelope.</summary>
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[Tooltip("Normalized curve defining the shape of the start of the envelope. "
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+ "If blank a default curve will be used")]
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[FormerlySerializedAs("m_AttackShape")]
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public AnimationCurve AttackShape;
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/// <summary>Normalized curve defining the shape of the end of the envelope.</summary>
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[Tooltip("Normalized curve defining the shape of the end of the envelope. "
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+ "If blank a default curve will be used")]
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[FormerlySerializedAs("m_DecayShape")]
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public AnimationCurve DecayShape;
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/// <summary>Duration in seconds of the attack. Attack curve will be scaled to fit. Must be >= 0</summary>
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[Tooltip("Duration in seconds of the attack. Attack curve will be scaled to fit. Must be >= 0.")]
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[FormerlySerializedAs("m_AttackTime")]
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public float AttackTime; // Must be >= 0
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/// <summary>Duration in seconds of the central fully-scaled part of the envelope. Must be >= 0.</summary>
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[Tooltip("Duration in seconds of the central fully-scaled part of the envelope. Must be >= 0.")]
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[FormerlySerializedAs("m_SustainTime")]
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public float SustainTime; // Must be >= 0
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/// <summary>Duration in seconds of the decay. Decay curve will be scaled to fit. Must be >= 0.</summary>
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[Tooltip("Duration in seconds of the decay. Decay curve will be scaled to fit. Must be >= 0.")]
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[FormerlySerializedAs("m_DecayTime")]
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public float DecayTime; // Must be >= 0
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/// <summary>If checked, signal amplitude scaling will also be applied to the time
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/// envelope of the signal. Bigger signals will last longer</summary>
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[Tooltip("If checked, signal amplitude scaling will also be applied to the time "
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+ "envelope of the signal. Stronger signals will last longer.")]
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[FormerlySerializedAs("m_ScaleWithImpact")]
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public bool ScaleWithImpact;
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/// <summary>If true, then duration is infinite.</summary>
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[Tooltip("If true, then duration is infinite.")]
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[FormerlySerializedAs("m_HoldForever")]
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public bool HoldForever;
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/// <summary>An envelope with default values.</summary>
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public static EnvelopeDefinition Default => new() { DecayTime = 0.7f, SustainTime = 0.2f, ScaleWithImpact = true };
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/// <summary>Duration of the envelope, in seconds. If negative, then duration is infinite.</summary>
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public readonly float Duration => HoldForever ? -1 : AttackTime + SustainTime + DecayTime;
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/// <summary>
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/// Get the value of the envelope at a given time relative to the envelope start.
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/// </summary>
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/// <param name="offset">Time in seconds from the envelope start</param>
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/// <returns>Envelope amplitude. This will range from 0...1</returns>
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public readonly float GetValueAt(float offset)
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{
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if (offset >= 0)
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{
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if (offset < AttackTime && AttackTime > Epsilon)
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{
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if (AttackShape == null || AttackShape.length < 2)
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return Damper.Damp(1, AttackTime, offset);
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return AttackShape.Evaluate(offset / AttackTime);
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}
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offset -= AttackTime;
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if (HoldForever || offset < SustainTime)
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return 1;
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offset -= SustainTime;
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if (offset < DecayTime && DecayTime > Epsilon)
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{
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if (DecayShape == null || DecayShape.length < 2)
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return 1 - Damper.Damp(1, DecayTime, offset);
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return DecayShape.Evaluate(offset / DecayTime);
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}
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}
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return 0;
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}
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/// <summary>
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/// Change the envelope so that it stops at a specific offset from its start time.
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/// Use this to extend or cut short an existing envelope, while respecting the
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/// attack and decay as much as possible.
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/// </summary>
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/// <param name="offset">When to stop the envelope</param>
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/// <param name="forceNoDecay">If true, envelope will not decay, but cut off instantly</param>
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public void ChangeStopTime(float offset, bool forceNoDecay)
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{
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if (offset < 0)
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offset = 0;
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if (offset < AttackTime)
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AttackTime = 0; // How to prevent pop? GML
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SustainTime = offset - AttackTime;
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if (forceNoDecay)
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DecayTime = 0;
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}
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/// <summary>
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/// Set the envelop times to 0 and the shapes to default.
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/// </summary>
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public void Clear()
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{
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AttackShape = DecayShape = null;
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AttackTime = SustainTime = DecayTime = 0;
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}
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/// <summary>
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/// Call from OnValidate to ensure that envelope values are sane
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/// </summary>
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public void Validate()
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{
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AttackTime = Mathf.Max(0, AttackTime);
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DecayTime = Mathf.Max(0, DecayTime);
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SustainTime = Mathf.Max(0, SustainTime);
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}
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}
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internal static float EvaluateDissipationScale(float spread, float normalizedDistance)
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{
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const float kMin = -0.8f;
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const float kMax = 0.8f;
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var b = kMin + (kMax - kMin) * (1f - spread);
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b = (1f - b) * 0.5f;
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var t = Mathf.Clamp01(normalizedDistance) / ((((1f/Mathf.Clamp01(b)) - 2f) * (1f - normalizedDistance)) + 1f);
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return 1 - SplineHelpers.Bezier1(t, 0, 0, 1, 1);
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}
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/// <summary>Describes an event that generates an impulse signal on one or more channels.
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/// The event has a location in space, a start time, a duration, and a signal. The signal
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/// will dissipate as the distance from the event location increases.</summary>
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public class ImpulseEvent
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{
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/// <summary>Start time of the event.</summary>
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public float StartTime;
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/// <summary>Time-envelope of the signal.</summary>
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public EnvelopeDefinition Envelope;
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/// <summary>Raw signal source. The output of this will be scaled to fit in the envelope.</summary>
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public ISignalSource6D SignalSource;
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/// <summary>World-space origin of the signal.</summary>
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public Vector3 Position;
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/// <summary>Radius around the signal origin that has full signal value. Distance dissipation begins after this distance.</summary>
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public float Radius;
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/// <summary>How the signal behaves as the listener moves away from the origin.</summary>
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public enum DirectionModes
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{
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/// <summary>Signal direction remains constant everywhere.</summary>
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Fixed,
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/// <summary>Signal is rotated in the direction of the source.</summary>
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RotateTowardSource
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}
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/// <summary>How the signal direction behaves as the listener moves away from the source.</summary>
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public DirectionModes DirectionMode = DirectionModes.Fixed;
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/// <summary>Channels on which this event will broadcast its signal.</summary>
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public int Channel;
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/// <summary>How the signal dissipates with distance.</summary>
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public enum DissipationModes
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{
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/// <summary>Simple linear interpolation to zero over the dissipation distance.</summary>
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LinearDecay,
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/// <summary>Ease-in-ease-out dissipation over the dissipation distance.</summary>
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SoftDecay,
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/// <summary>Half-life decay, hard out from full and ease into 0 over the dissipation distance.</summary>
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ExponentialDecay
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}
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/// <summary>How the signal dissipates with distance.</summary>
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public DissipationModes DissipationMode;
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/// <summary>Distance over which the dissipation occurs. Must be >= 0.</summary>
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public float DissipationDistance;
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/// <summary>
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/// How the effect fades with distance. 0 = no dissipation, 1 = rapid dissipation, -1 = off (legacy mode)
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/// </summary>
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public float CustomDissipation;
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/// <summary>
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/// The speed (m/s) at which the impulse propagates through space. High speeds
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/// allow listeners to react instantaneously, while slower speeds allow listeners in the
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/// scene to react as if to a wave spreading from the source.
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/// </summary>
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public float PropagationSpeed;
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/// <summary>Returns true if the event is no longer generating a signal because its time has expired</summary>
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public bool Expired
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{
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get
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{
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var d = Envelope.Duration;
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var maxDistance = Radius + DissipationDistance;
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float time = Instance.CurrentTime - maxDistance / Mathf.Max(1, PropagationSpeed);
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return d > 0 && StartTime + d <= time;
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}
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}
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/// <summary>Cancel the event at the supplied time</summary>
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/// <param name="time">The time at which to cancel the event</param>
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/// <param name="forceNoDecay">If true, event will be cut immediately at the time,
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/// otherwise its envelope's decay curve will begin at the cancel time</param>
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public void Cancel(float time, bool forceNoDecay)
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{
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Envelope.HoldForever = false;
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Envelope.ChangeStopTime(time - StartTime, forceNoDecay);
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}
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/// <summary>Calculate the the decay applicable at a given distance from the impact point</summary>
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/// <param name="distance">The distance over which to perform the decay</param>
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/// <returns>Scale factor 0...1</returns>
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public float DistanceDecay(float distance)
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{
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float radius = Mathf.Max(Radius, 0);
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if (distance < radius)
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return 1;
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distance -= radius;
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if (distance >= DissipationDistance)
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return 0;
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if (CustomDissipation >= 0)
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return EvaluateDissipationScale(CustomDissipation, distance / DissipationDistance);
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switch (DissipationMode)
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{
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default:
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case DissipationModes.LinearDecay:
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return Mathf.Lerp(1, 0, distance / DissipationDistance);
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case DissipationModes.SoftDecay:
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return 0.5f * (1 + Mathf.Cos(Mathf.PI * (distance / DissipationDistance)));
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case DissipationModes.ExponentialDecay:
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return 1 - Damper.Damp(1, DissipationDistance, distance);
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}
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}
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/// <summary>Get the signal that a listener at a given position would perceive</summary>
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/// <param name="listenerPosition">The listener's position in world space</param>
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/// <param name="use2D">True if distance calculation should ignore Z</param>
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/// <param name="pos">The position impulse signal</param>
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/// <param name="rot">The rotation impulse signal</param>
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/// <returns>true if non-trivial signal is returned</returns>
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public bool GetDecayedSignal(
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Vector3 listenerPosition, bool use2D, out Vector3 pos, out Quaternion rot)
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{
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if (SignalSource != null)
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{
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float distance = use2D ? Vector2.Distance(listenerPosition, Position)
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: Vector3.Distance(listenerPosition, Position);
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float time = Instance.CurrentTime - StartTime
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- distance / Mathf.Max(1, PropagationSpeed);
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float scale = Envelope.GetValueAt(time) * DistanceDecay(distance);
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if (scale != 0)
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{
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SignalSource.GetSignal(time, out pos, out rot);
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pos *= scale;
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rot = Quaternion.SlerpUnclamped(Quaternion.identity, rot, scale);
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if (DirectionMode == DirectionModes.RotateTowardSource && distance > Epsilon)
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{
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Quaternion q = Quaternion.FromToRotation(Vector3.up, listenerPosition - Position);
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if (Radius > Epsilon)
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{
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float t = Mathf.Clamp01(distance / Radius);
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q = Quaternion.Slerp(
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q, Quaternion.identity, Mathf.Cos(Mathf.PI * t / 2));
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}
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pos = q * pos;
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}
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return true;
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}
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}
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pos = Vector3.zero;
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rot = Quaternion.identity;
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return false;
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}
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/// <summary>Reset the event to a default state</summary>
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public void Clear()
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{
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Envelope.Clear();
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StartTime = 0;
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SignalSource = null;
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Position = Vector3.zero;
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Channel = 0;
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Radius = 0;
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DissipationDistance = 100;
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DissipationMode = DissipationModes.ExponentialDecay;
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CustomDissipation = -1;
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}
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/// <summary>Don't create them yourself. Use CinemachineImpulseManager.NewImpulseEvent().</summary>
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internal ImpulseEvent() {}
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}
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List<ImpulseEvent> m_ExpiredEvents;
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List<ImpulseEvent> m_ActiveEvents;
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/// <summary>Get the signal perceived by a listener at a given location. The effects from all
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/// contributing signals are combined together.</summary>
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/// <param name="listenerLocation">Where the listener is, in world coords.</param>
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/// <param name="distance2D">True if distance calculation should ignore Z.</param>
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/// <param name="channelMask">Only Impulse signals on channels in this mask will be considered.</param>
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/// <param name="pos">The combined position impulse signal resulting from all signals active on the specified channels.</param>
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/// <param name="rot">The combined rotation impulse signal resulting from all signals active on the specified channels.</param>
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/// <returns>true if non-trivial signal is returned.</returns>
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public bool GetImpulseAt(
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Vector3 listenerLocation, bool distance2D, int channelMask,
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out Vector3 pos, out Quaternion rot)
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{
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bool nontrivialResult = false;
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pos = Vector3.zero;
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rot = Quaternion.identity;
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if (m_ActiveEvents != null)
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{
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|
for (int i = m_ActiveEvents.Count - 1; i >= 0; --i)
|
||
|
|
{
|
||
|
|
var e = m_ActiveEvents[i];
|
||
|
|
if (e == null || e.Expired)
|
||
|
|
{
|
||
|
|
// Prune invalid or expired events
|
||
|
|
m_ActiveEvents.RemoveAt(i);
|
||
|
|
if (e != null)
|
||
|
|
{
|
||
|
|
// Recycle it
|
||
|
|
m_ExpiredEvents ??= new ();
|
||
|
|
e.Clear();
|
||
|
|
m_ExpiredEvents.Add(e);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else if ((e.Channel & channelMask) != 0)
|
||
|
|
{
|
||
|
|
if (e.GetDecayedSignal(listenerLocation, distance2D, out var pos0, out var rot0))
|
||
|
|
{
|
||
|
|
nontrivialResult = true;
|
||
|
|
pos += pos0;
|
||
|
|
rot *= rot0;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
return nontrivialResult;
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>Get the signal perceived by a listener at a given location.
|
||
|
|
/// Only the signal with the greatest amplitude is considered, all others are ignored.</summary>
|
||
|
|
/// <param name="listenerLocation">Where the listener is, in world coords.</param>
|
||
|
|
/// <param name="distance2D">True if distance calculation should ignore Z.</param>
|
||
|
|
/// <param name="channelMask">Only Impulse signals on channels in this mask are considered.</param>
|
||
|
|
/// <param name="pos">The combined position impulse signal resulting from all signals active on the specified channels.</param>
|
||
|
|
/// <param name="rot">The combined rotation impulse signal resulting from all signals active on the specified channels.</param>
|
||
|
|
/// <returns>true if non-trivial signal is returned.</returns>
|
||
|
|
public bool GetStrongestImpulseAt(
|
||
|
|
Vector3 listenerLocation, bool distance2D, int channelMask,
|
||
|
|
out Vector3 pos, out Quaternion rot)
|
||
|
|
{
|
||
|
|
bool nontrivialResult = false;
|
||
|
|
var strongestPos = Vector3.zero;
|
||
|
|
var strongestRot = Quaternion.identity;
|
||
|
|
|
||
|
|
if (m_ActiveEvents != null)
|
||
|
|
{
|
||
|
|
float strongestPosMagnitude = 0f;
|
||
|
|
|
||
|
|
for (int i = m_ActiveEvents.Count - 1; i >= 0; --i)
|
||
|
|
{
|
||
|
|
var e = m_ActiveEvents[i];
|
||
|
|
if (e == null || e.Expired)
|
||
|
|
{
|
||
|
|
// Prune invalid or expired events
|
||
|
|
m_ActiveEvents.RemoveAt(i);
|
||
|
|
if (e != null)
|
||
|
|
{
|
||
|
|
// Recycle it
|
||
|
|
m_ExpiredEvents ??= new ();
|
||
|
|
e.Clear();
|
||
|
|
m_ExpiredEvents.Add(e);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else if ((e.Channel & channelMask) != 0)
|
||
|
|
{
|
||
|
|
if (e.GetDecayedSignal(listenerLocation, distance2D, out var pos0, out var rot0))
|
||
|
|
{
|
||
|
|
nontrivialResult = true;
|
||
|
|
float posMagnitude = pos0.sqrMagnitude;
|
||
|
|
if (posMagnitude > strongestPosMagnitude)
|
||
|
|
{
|
||
|
|
strongestPosMagnitude = posMagnitude;
|
||
|
|
strongestPos = pos0;
|
||
|
|
strongestRot = rot0;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
pos = strongestPos;
|
||
|
|
rot = strongestRot;
|
||
|
|
return nontrivialResult;
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>Set this to ignore time scaling so impulses can progress while the game is paused</summary>
|
||
|
|
public bool IgnoreTimeScale;
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// This is the Impulse system's current time.
|
||
|
|
/// Takes into account whether impulse is ignoring time scale.
|
||
|
|
/// </summary>
|
||
|
|
public float CurrentTime => IgnoreTimeScale ? Time.realtimeSinceStartup : CinemachineCore.CurrentTime;
|
||
|
|
|
||
|
|
/// <summary>Get a new ImpulseEvent</summary>
|
||
|
|
/// <returns>A newly-created impulse event. May be recycled from expired events</returns>
|
||
|
|
public ImpulseEvent NewImpulseEvent()
|
||
|
|
{
|
||
|
|
ImpulseEvent e;
|
||
|
|
if (m_ExpiredEvents == null || m_ExpiredEvents.Count == 0)
|
||
|
|
return new ImpulseEvent() { CustomDissipation = -1 };
|
||
|
|
e = m_ExpiredEvents[m_ExpiredEvents.Count-1];
|
||
|
|
m_ExpiredEvents.RemoveAt(m_ExpiredEvents.Count-1);
|
||
|
|
return e;
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>Activate an impulse event, so that it may begin broadcasting its signal.
|
||
|
|
/// Events will be automatically removed after they expire.
|
||
|
|
/// You can tweak the ImpulseEvent fields dynamically if you keep a pointer to it.</summary>
|
||
|
|
/// <param name="e">The event to add to the current active events</param>
|
||
|
|
public void AddImpulseEvent(ImpulseEvent e)
|
||
|
|
{
|
||
|
|
if (m_ActiveEvents == null)
|
||
|
|
m_ActiveEvents = new List<ImpulseEvent>();
|
||
|
|
if (e != null)
|
||
|
|
{
|
||
|
|
e.StartTime = CurrentTime;
|
||
|
|
m_ActiveEvents.Add(e);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>Immediately terminate all active impulse signals</summary>
|
||
|
|
public void Clear()
|
||
|
|
{
|
||
|
|
if (m_ActiveEvents != null)
|
||
|
|
{
|
||
|
|
for (int i = 0; i < m_ActiveEvents.Count; ++i)
|
||
|
|
m_ActiveEvents[i].Clear();
|
||
|
|
m_ActiveEvents.Clear();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|