From d2ab30e7a69bfe7efda63ae75812207377917bd3 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sun, 30 Mar 2025 18:50:27 +0000
Subject: [PATCH] Merge branch 'Flexalon-UI-Layouts' into develop
---
Assets/Flexalon/Runtime/Animators/FlexalonRigidBodyAnimator.cs | 166 +++++++++++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 166 insertions(+), 0 deletions(-)
diff --git a/Assets/Flexalon/Runtime/Animators/FlexalonRigidBodyAnimator.cs b/Assets/Flexalon/Runtime/Animators/FlexalonRigidBodyAnimator.cs
new file mode 100644
index 0000000..7d709b0
--- /dev/null
+++ b/Assets/Flexalon/Runtime/Animators/FlexalonRigidBodyAnimator.cs
@@ -0,0 +1,166 @@
+#if UNITY_PHYSICS
+
+using UnityEngine;
+
+namespace Flexalon
+{
+ /// <summary>
+ /// If you add a Rigid Body or Rigid Body 2D component a gameObject which is managed by Flexalon, then
+ /// the physics system will fight with Flexalon over the object's position and rotation.
+ /// Adding a Rigid Body animator will resolve this by applying forces to the the rigid body component
+ /// instead of changing the transform directly.
+ /// </summary>
+ [AddComponentMenu("Flexalon/Flexalon Rigid Body Animator"), HelpURL("https://www.flexalon.com/docs/animators")]
+ public class FlexalonRigidBodyAnimator : MonoBehaviour, TransformUpdater
+ {
+ private FlexalonNode _node;
+ private Rigidbody _rigidBody;
+ private Rigidbody2D _rigidBody2D;
+
+ [SerializeField]
+ private float _positionForce = 5.0f;
+ /// <summary> How much force should be applied each frame to move the object to the layout position. </summary>
+ public float PositionForce
+ {
+ get => _positionForce;
+ set { _positionForce = value; }
+ }
+
+ [SerializeField]
+ private float _rotationForce = 5.0f;
+ /// <summary> How much force should be applied each frame to rotation the object to the layout rotation. </summary>
+ public float RotationForce
+ {
+ get => _rotationForce;
+ set { _rotationForce = value; }
+ }
+
+ [SerializeField]
+ private float _scaleInterpolationSpeed = 5.0f;
+ /// <summary> Amount the object's scale should be interpolated towards the layout size at each frame.
+ /// This value is multiplied by Time.deltaTime. </summary>
+ public float ScaleInterpolationSpeed
+ {
+ get => _scaleInterpolationSpeed;
+ set { _scaleInterpolationSpeed = value; }
+ }
+
+ private Vector3 _targetPosition;
+ private Quaternion _targetRotation;
+ private Vector3 _fromScale;
+ private RectTransform _rectTransform;
+
+ void OnEnable()
+ {
+ _node = Flexalon.GetOrCreateNode(gameObject);
+ _node.SetTransformUpdater(this);
+ _rigidBody = GetComponent<Rigidbody>();
+ _rigidBody2D = GetComponent<Rigidbody2D>();
+ _targetPosition = transform.localPosition;
+ _targetRotation = transform.localRotation;
+ _rectTransform = (transform is RectTransform) ? (RectTransform)transform : null;
+ }
+
+ void OnDisable()
+ {
+ _node.SetTransformUpdater(null);
+ _node = null;
+ }
+
+ /// <inheritdoc />
+ public void PreUpdate(FlexalonNode node)
+ {
+ _fromScale = transform.lossyScale;
+ }
+
+ /// <inheritdoc />
+ public bool UpdatePosition(FlexalonNode node, Vector3 position)
+ {
+ if (_rigidBody || _rigidBody2D)
+ {
+ _targetPosition = position;
+ return false;
+ }
+ else
+ {
+ transform.localPosition = position;
+ return true;
+ }
+ }
+
+ /// <inheritdoc />
+ public bool UpdateRotation(FlexalonNode node, Quaternion rotation)
+ {
+ if (_rigidBody || _rigidBody2D)
+ {
+ _targetRotation = rotation;
+ return false;
+ }
+ else
+ {
+ transform.localRotation = rotation;
+ return true;
+ }
+ }
+
+ /// <inheritdoc />
+ public bool UpdateScale(FlexalonNode node, Vector3 scale)
+ {
+ var worldScale = transform.parent == null ? scale : Math.Mul(scale, transform.parent.lossyScale);
+ if (Vector3.Distance(_fromScale, worldScale) < 0.001f)
+ {
+ transform.localScale = scale;
+ return true;
+ }
+ else
+ {
+ var newWorldScale = Vector3.Lerp(_fromScale, worldScale, _scaleInterpolationSpeed * Time.smoothDeltaTime);
+ transform.localScale = transform.parent == null ? newWorldScale : Math.Div(newWorldScale, transform.parent.lossyScale);
+ return false;
+ }
+ }
+
+ /// <inheritdoc />
+ public bool UpdateRectSize(FlexalonNode node, Vector2 size)
+ {
+ bool done = Vector2.Distance(_rectTransform.sizeDelta, size) < 0.001f;
+ var newSize = done ? size : Vector2.Lerp(_rectTransform.sizeDelta, size, _scaleInterpolationSpeed * Time.smoothDeltaTime);
+ _rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, newSize.x);
+ _rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, newSize.y);
+ return done;
+ }
+
+ void FixedUpdate()
+ {
+ if (!_rigidBody && !_rigidBody2D)
+ {
+ return;
+ }
+
+ bool hasLayout = _node.Parent != null || (_node.Constraint != null && _node.Constraint.Target != null);
+ if (!hasLayout)
+ {
+ return;
+ }
+
+ var worldPos = transform.parent ? transform.parent.localToWorldMatrix.MultiplyPoint(_targetPosition) : _targetPosition;
+ var force = (worldPos - transform.position) * _positionForce;
+ var rot = Quaternion.Slerp(transform.localRotation, _targetRotation, _rotationForce * Time.deltaTime);
+ var rotWorldSpace = (transform.parent?.rotation ?? Quaternion.identity) * rot;
+
+ if (_rigidBody)
+ {
+ _rigidBody.AddForce(force, ForceMode.Force);
+ _rigidBody.MoveRotation(rotWorldSpace);
+ }
+
+ if (_rigidBody2D)
+ {
+ _rigidBody2D?.AddForce(force, ForceMode2D.Force);
+ _rigidBody2D.MoveRotation(rotWorldSpace);
+ }
+ }
+ }
+}
+
+#endif
\ No newline at end of file
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