using GameKit.Dependencies.Utilities;
using UnityEngine;
using UnityEngine.Scripting;
namespace FishNet.Object.Prediction
{
///
/// Used to make calculations and perform actions in moving transforms over time.
///
[Preserve]
public struct MoveRates
{
///
/// Rate at which to move Position.
///
public float Position;
///
/// Rate at which to move Rotation.
///
public float Rotation;
///
/// Rate at which to move Scale.
///
public float Scale;
///
/// Time remaining until the move is complete.
///
public float TimeRemaining;
///
/// Value used when data is not set.
///
public const float UNSET_VALUE = float.NegativeInfinity;
///
/// Value used when move rate should be instant.
///
public const float INSTANT_VALUE = float.PositiveInfinity;
///
/// True if any data is set. Once set, this will remain true until ResetState is called.
///
public bool IsValid { get; private set; }
public MoveRates(float value) : this()
{
Position = value;
Rotation = value;
Scale = value;
IsValid = true;
}
public MoveRates(float position, float rotation) : this()
{
Position = position;
Rotation = rotation;
Scale = INSTANT_VALUE;
IsValid = true;
}
public MoveRates(float position, float rotation, float scale) : this()
{
Position = position;
Rotation = rotation;
Scale = scale;
IsValid = true;
}
public MoveRates(float position, float rotation, float scale, float timeRemaining)
{
Position = position;
Rotation = rotation;
Scale = scale;
TimeRemaining = timeRemaining;
IsValid = true;
}
///
/// True if a positional move rate is set.
///
public bool IsPositionSet => (Position != UNSET_VALUE);
///
/// True if rotation move rate is set.
///
public bool IsRotationSet => (Rotation != UNSET_VALUE);
///
/// True if a scale move rate is set.
///
public bool IsScaleSet => (Scale != UNSET_VALUE);
///
/// True if position move rate should be instant.
///
public bool IsPositionInstantValue => (Position == INSTANT_VALUE);
///
/// True if rotation move rate should be instant.
///
public bool IsRotationInstantValue => (Rotation == INSTANT_VALUE);
///
/// True if scale move rate should be instant.
///
public bool IsScaleInstantValue => (Scale == INSTANT_VALUE);
///
/// Sets all rates to instant.
///
public void SetInstantRates() => Update(INSTANT_VALUE);
///
/// Sets all rates to the same value.
///
public void Update(float value) => Update(value, value, value);
///
/// Sets rates for each property.
///
public void Update(float position, float rotation, float scale)
{
Position = position;
Rotation = rotation;
Scale = scale;
IsValid = true;
}
///
/// Sets rates for each property.
///
public void Update(float position, float rotation, float scale, float timeRemaining)
{
Position = position;
Rotation = rotation;
Scale = scale;
TimeRemaining = timeRemaining;
IsValid = true;
}
///
/// Updates to new values.
///
public void Update(MoveRates moveRates) => Update(moveRates.Position, moveRates.Rotation, moveRates.Scale, moveRates.TimeRemaining);
///
/// Updates to new values.
///
public void Update(MoveRatesCls moveRates) => Update(moveRates.Position, moveRates.Rotation, moveRates.Scale, moveRates.TimeRemaining);
///
/// Resets to unset values.
///
public void ResetState()
{
Update(MoveRates.UNSET_VALUE, MoveRates.UNSET_VALUE, MoveRates.UNSET_VALUE, timeRemaining: 0f);
IsValid = false;
}
///
/// Returns a new MoveRates based on previous values, and a transforms current position.
///
public static MoveRates GetWorldMoveRates(Transform from, Transform to, float duration, float teleportThreshold)
{
return GetMoveRates(from.position, to.position, from.rotation, to.rotation, from.localScale, to.localScale, duration, teleportThreshold);
}
///
/// Returns a new MoveRates based on previous values, and a transforms current position.
///
public static MoveRates GetLocalMoveRates(Transform from, Transform to, float duration, float teleportThreshold)
{
return GetMoveRates(from.localPosition, to.localPosition, from.localRotation, to.localRotation, from.localScale, to.localScale, duration, teleportThreshold);
}
///
/// Returns a new MoveRates based on previous values, and a transforms current position.
///
public static MoveRates GetWorldMoveRates(TransformProperties prevValues, Transform t, float duration, float teleportThreshold)
{
return GetMoveRates(prevValues.Position, t.position, prevValues.Rotation, t.rotation, prevValues.Scale, t.localScale, duration, teleportThreshold);
}
///
/// Returns a new MoveRates based on previous values, and a transforms current position.
///
public static MoveRates GetLocalMoveRates(TransformProperties prevValues, Transform t, float duration, float teleportThreshold)
{
return GetMoveRates(prevValues.Position, t.localPosition, prevValues.Rotation, t.localRotation, prevValues.Scale, t.localScale, duration, teleportThreshold);
}
///
/// Returns a new MoveRates based on previous values, and a transforms current position.
///
public static MoveRates GetMoveRates(TransformProperties prevValues, TransformProperties nextValues, float duration, float teleportThreshold)
{
return GetMoveRates(prevValues.Position, nextValues.Position, prevValues.Rotation, nextValues.Rotation, prevValues.Scale, nextValues.Scale, duration, teleportThreshold);
}
///
/// Returns a new MoveRates based on previous values, and a transforms current position.
///
public static MoveRates GetMoveRates(Vector3 fromPosition, Vector3 toPosition, Quaternion fromRotation, Quaternion toRotation, Vector3 fromScale, Vector3 toScale, float duration, float teleportThreshold)
{
float rate;
/* Position. */
rate = toPosition.GetRate(fromPosition, duration, out float distance);
//Basic teleport check.
if (teleportThreshold != UNSET_VALUE && distance > teleportThreshold)
return new(INSTANT_VALUE, INSTANT_VALUE, INSTANT_VALUE, duration);
//Smoothing.
float positionRate = rate.SetIfUnderTolerance(0.0001f, INSTANT_VALUE);
rate = toRotation.GetRate(fromRotation, duration, out _);
float rotationRate = rate.SetIfUnderTolerance(0.2f, INSTANT_VALUE);
rate = toScale.GetRate(fromScale, duration, out _);
float scaleRate = rate.SetIfUnderTolerance(0.0001f, INSTANT_VALUE);
return new(positionRate, rotationRate, scaleRate, duration);
}
///
/// Gets a move rate for two Vector3s.
///
public static float GetMoveRate(Vector3 fromPosition, Vector3 toPosition, float duration, float teleportThreshold)
{
float rate;
float distance;
/* Position. */
rate = toPosition.GetRate(fromPosition, duration, out distance);
//Basic teleport check.
if (teleportThreshold != UNSET_VALUE && distance > teleportThreshold)
{
return INSTANT_VALUE;
}
//Smoothing.
else
{
float positionRate = rate.SetIfUnderTolerance(0.0001f, INSTANT_VALUE);
return positionRate;
}
}
///
/// Gets a move rate for two Quaternions.
///
public static float GetMoveRate(Quaternion fromRotation, Quaternion toRotation, float duration)
{
float rate = toRotation.GetRate(fromRotation, duration, out _);
float rotationRate = rate.SetIfUnderTolerance(0.2f, INSTANT_VALUE);
return rotationRate;
}
///
/// Moves transform to target values.
///
public void Move(Transform movingTransform, TransformProperties goalProperties, float delta, bool useWorldSpace)
{
if (!IsValid)
return;
Move(movingTransform, TransformPropertiesFlag.Everything, goalProperties.Position, Position, goalProperties.Rotation, Rotation, goalProperties.Scale, Scale, delta, useWorldSpace);
TimeRemaining -= delta;
}
///
/// Moves transform to target values.
///
public void Move(Transform movingTransform, TransformProperties goalProperties, TransformPropertiesFlag movedProperties, float delta, bool useWorldSpace)
{
if (!IsValid)
return;
Move(movingTransform, movedProperties, goalProperties.Position, Position, goalProperties.Rotation, Rotation, goalProperties.Scale, Scale, delta, useWorldSpace);
TimeRemaining -= delta;
}
///
/// Moves transform to target values.
///
public static void Move(Transform movingTransform, TransformPropertiesFlag movedProperties, Vector3 posGoal, float posRate, Quaternion rotGoal, float rotRate, Vector3 scaleGoal, float scaleRate, float delta, bool useWorldSpace)
{
Transform t = movingTransform;
bool containsPosition = movedProperties.FastContains(TransformPropertiesFlag.Position);
bool containsRotation = movedProperties.FastContains(TransformPropertiesFlag.Rotation);
bool containsScale = movedProperties.FastContains(TransformPropertiesFlag.Scale);
//World space.
if (useWorldSpace)
{
if (containsPosition)
{
if (posRate == INSTANT_VALUE)
t.position = posGoal;
else if (posRate == UNSET_VALUE) { }
else
t.position = Vector3.MoveTowards(t.position, posGoal, posRate * delta);
}
if (containsRotation)
{
if (rotRate == INSTANT_VALUE)
t.rotation = rotGoal;
else if (rotRate == UNSET_VALUE) { }
else
t.rotation = Quaternion.RotateTowards(t.rotation, rotGoal, rotRate * delta);
}
}
//Local space.
else
{
if (containsPosition)
{
if (posRate == INSTANT_VALUE)
t.localPosition = posGoal;
else if (posRate == UNSET_VALUE) { }
else
t.localPosition = Vector3.MoveTowards(t.localPosition, posGoal, posRate * delta);
}
if (containsRotation)
{
if (rotRate == INSTANT_VALUE)
t.localRotation = rotGoal;
else if (rotRate == UNSET_VALUE) { }
else
t.localRotation = Quaternion.RotateTowards(t.localRotation, rotGoal, rotRate * delta);
}
}
//Scale always uses local.
if (containsScale)
{
if (scaleRate == INSTANT_VALUE)
t.localScale = scaleGoal;
else if (scaleRate == UNSET_VALUE) { }
else
t.localScale = Vector3.MoveTowards(t.localScale, scaleGoal, scaleRate * delta);
}
}
}
///
/// Used to make calculations and perform actions in moving transforms over time.
///
/// This acts as a wrapper for MoveRates struct.
public class MoveRatesCls : IResettable
{
///
/// Container of all move rate information.
///
private MoveRates _moveRates = new();
///
/// Rate at which to move Position.
///
public float Position => _moveRates.Position;
///
/// Rate at which to move Rotation.
///
public float Rotation => _moveRates.Rotation;
///
/// Rate at which to move Scale.
///
public float Scale => _moveRates.Scale;
///
/// Time remaining until the move is complete.
///
public float TimeRemaining => _moveRates.TimeRemaining;
///
/// True if position move rate should be instant.
///
public bool IsPositionInstantValue => _moveRates.IsPositionInstantValue;
///
/// True if rotation move rate should be instant.
///
public bool IsRotationInstantValue => _moveRates.IsRotationInstantValue;
///
/// True if scale move rate should be instant.
///
public bool IsScaleInstantValue => _moveRates.IsScaleInstantValue;
///
/// True if any data is set.
///
public bool IsValid => _moveRates.IsValid;
public MoveRatesCls(float value) => _moveRates = new MoveRates(value);
public MoveRatesCls(float position, float rotation) => _moveRates = new MoveRates(position, rotation);
public MoveRatesCls(float position, float rotation, float scale) => _moveRates = new MoveRates(position, rotation, scale);
public MoveRatesCls(float position, float rotation, float scale, float timeRemaining) => _moveRates = new MoveRates(position, rotation, scale, timeRemaining);
public MoveRatesCls() => _moveRates.ResetState();
///
/// Sets all rates to instant.
///
public void SetInstantRates() => _moveRates.SetInstantRates();
///
/// Sets all rates to the same value.
///
public void Update(float value) => _moveRates.Update(value);
///
/// Updates values.
///
public void Update(float position, float rotation, float scale) => _moveRates.Update(position, rotation, scale);
///
/// Updates values.
///
public void Update(float position, float rotation, float scale, float timeRemaining) => _moveRates.Update(position, rotation, scale, timeRemaining);
///
/// Updaes values.
///
public void Update(MoveRatesCls mr) => _moveRates.Update(mr.Position, mr.Rotation, mr.Scale);
///
/// Moves transform to target values.
///
public void Move(Transform movingTransform, TransformProperties goalProperties, float delta, bool useWorldSpace) => _moveRates.Move(movingTransform, goalProperties, delta, useWorldSpace);
///
/// Moves transform to target values.
///
public void Move(Transform movingTransform, TransformProperties goalProperties, TransformPropertiesFlag movedProperties, float delta, bool useWorldSpace) => _moveRates.Move(movingTransform, goalProperties, movedProperties, delta, useWorldSpace);
public void ResetState() => _moveRates.ResetState();
public void InitializeState() { }
}
}