add smoother demo

This commit is contained in:
Chikashi Miyama 2019-10-30 11:05:03 +01:00
parent f47aa9b4ea
commit c87301bf67
2 changed files with 177 additions and 178 deletions

View file

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View file

@ -1,4 +1,5 @@
using System; using System;
using System.Timers;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
@ -9,89 +10,23 @@ public class UnitySmoothEvent : UnityEvent<float>
public class Smoother : MonoBehaviour public class Smoother : MonoBehaviour
{ {
[SerializeField] private float threshold; [SerializeField, Range(1f, 10f)] private float attackSmooth = 1f;
[SerializeField] private float attackTime; [SerializeField, Range(1f, 10f)] private float releaseSmooth = 1f;
[SerializeField] private float releaseTime;
[SerializeField] private float holdTime;
[SerializeField] private UnitySmoothEvent onSmoothProcessed; [SerializeField] private UnitySmoothEvent onSmoothProcessed;
enum State private float input_;
{ private float previous_;
StandBy,
Attack,
Hold,
Release
};
private State state_ = State.StandBy;
private float attackStart_ = 0f;
private float holdStart_ = 0f;
private float releaseStart_ = 0f;
private float attackValue_ = 0f;
private bool releaseReady_ = false;
public void OnValueChanged(float value) public void OnValueChanged(float value)
{ {
if (CanStartAttackPhase(value)) input_ = value;
{
state_ = State.Attack;
Debug.Log("Attack");
attackStart_ = Time.time;
attackValue_ = value;
}
else if (CanStartReleasePhase(value))
{
state_ = State.Release;
Debug.Log("Release");
releaseStart_ = Time.time;
releaseReady_ = false;
}
} }
private void Update() private void Update()
{ {
var distance = input_ - previous_;
var now = Time.time; previous_ += distance > 0f? (1f/attackSmooth) * distance : (1f/releaseSmooth) * distance;
switch (state_) onSmoothProcessed.Invoke(previous_);
{
case State.Attack:
{
var timeSinceAttackStart = now - attackStart_;
onSmoothProcessed.Invoke(attackValue_ * (timeSinceAttackStart / attackTime));
if (timeSinceAttackStart >= attackTime)
{
state_ = State.Hold;
Debug.Log("Hold");
}
break;
}
case State.Hold:
{
releaseReady_ = (now - holdStart_) > holdTime;
onSmoothProcessed.Invoke(attackValue_);
break;
}
case State.Release:
{
var timeSinceReleaseStart = now - releaseStart_;
onSmoothProcessed.Invoke(attackValue_ * (1.0f - (timeSinceReleaseStart / releaseTime)));
if (timeSinceReleaseStart >= releaseTime)
{
state_ = State.StandBy;
}
break;
}
}
} }
}
private bool CanStartAttackPhase(float value)
{
return value < threshold && state_ == State.StandBy;
}
private bool CanStartReleasePhase(float value)
{
return state_ == State.Hold && value < threshold && releaseReady_;
}
}