159 lines
5.4 KiB
C#
159 lines
5.4 KiB
C#
using System;
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using System.Linq;
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using UnityEngine;
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using static AffectingForcesManager;
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public class NimbleZoneDetection : MonoBehaviour
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{
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public AffectingForcesManager forcesManager;
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public GameObject renderedZoneObject;
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public enum Gravities
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{
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DownGravity, NoGravity, InwardsGravity, OutwardsGravity
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}
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[SerializeField]
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private static float gravityFactor = 30f;
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[SerializeField]
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private Gravities outsideGravityFunction = Gravities.NoGravity;
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[SerializeField]
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private Zone zone = Zone.NimbleZone;
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// Ripple properties
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[SerializeField]
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private float rippleFrequency = 3f;
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[SerializeField]
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private float rippleDensity = 30f;
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[SerializeField]
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private float rippleAmplitude = 0.2f;
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[SerializeField]
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private float rippleBlend = 1f;
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[SerializeField]
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private float rippleRadius = 2f;
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[SerializeField]
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private float rippleDuration = 2f;
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private int maxRippleAmount = 5;
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private int playerCount = 2;
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private int spawnedCount = 0;
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private MeshRenderer meshRenderer;
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private Material material;
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void Awake()
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{
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meshRenderer = renderedZoneObject.GetComponent<MeshRenderer>();
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material = meshRenderer.material;
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ResetRippleShaderProperties();
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}
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private Func<Vector3, Vector3>[] gravityFunctions =
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{ DownGravity, NoGravity, InwardsGravity, OutwardsGravity };
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private static Func<Vector3, Vector3> NoGravity =
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new Func<Vector3, Vector3>(position => new Vector3());
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private static Func<Vector3, Vector3> DownGravity =
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new Func<Vector3, Vector3>(position => Vector3.down * gravityFactor);
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private static Func<Vector3, Vector3> InwardsGravity =
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new Func<Vector3, Vector3>
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(position => new Vector3(position.x, position.y, 0).normalized * -gravityFactor);
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private static Func<Vector3, Vector3> OutwardsGravity = new Func<Vector3, Vector3>
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(position => new Vector3(position.x, position.y, 0).normalized * gravityFactor);
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public Func<Vector3, Vector3> GetGravityFunction(Gravities gravity)
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{
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return gravityFunctions[(int)gravity];
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}
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private void OnTriggerEnter(Collider collider)
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{
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int instanceID = collider.gameObject.GetInstanceID();
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if (spawnedCount < playerCount)
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++spawnedCount;
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else SpawnRipple(collider, false);
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forcesManager.SetGravityForInstance(instanceID, NoGravity);
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forcesManager.SetZoneForInstance(instanceID, zone);
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}
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private void OnTriggerExit(Collider collider)
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{
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int instanceID = collider.gameObject.GetInstanceID();
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SpawnRipple(collider, true);
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forcesManager.SetGravityForInstance(instanceID, GetGravityFunction(outsideGravityFunction));
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forcesManager.SetZoneForInstance(instanceID, Zone.OutsideZone);
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}
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private void Update()
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{
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material.SetFloat("_ShaderTime", Time.timeSinceLevelLoad);
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}
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private void SpawnRipple(Collider collider, bool isOutwardsRipple)
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{
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Rigidbody body = collider.attachedRigidbody;
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GameObject gameObject = collider.gameObject;
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float velocity = body.velocity.magnitude;
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Vector3 position = (gameObject.transform.position - transform.position).normalized;
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Vector4[] rippleOrigins = material.GetVectorArray("_RippleOrigins");
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float currentTime = Time.timeSinceLevelLoad;
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float[] startedTimes = material.GetFloatArray("_RippleStartTimes");
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float[] startedRippleDurations = material.GetFloatArray("_RippleDurations");
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float[] rippleAmplitudes = material.GetFloatArray("_RippleAmplitudes");
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float[] rippleFrequencies = material.GetFloatArray("_RippleFrequencies");
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float[] rippleDensities = material.GetFloatArray("_RippleDensities");
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float[] rippleRadii = material.GetFloatArray("_RippleRadii");
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for (int i = 0; i < startedTimes.Length; ++i)
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{
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if (startedTimes[i] + startedRippleDurations[i] < currentTime)
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{
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rippleOrigins[i] = new Vector4(position.x, position.y, position.z, 0);
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material.SetVectorArray("_RippleOrigins", rippleOrigins);
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startedTimes[i] = currentTime;
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material.SetFloatArray("_RippleStartTimes", startedTimes);
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rippleAmplitudes[i] = isOutwardsRipple ? rippleAmplitude : -rippleAmplitude;
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rippleFrequencies[i] = rippleFrequency;
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rippleDensities[i] = rippleDensity;
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startedRippleDurations[i] = rippleDuration;
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rippleRadii[i] = rippleRadius;
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material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
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material.SetFloatArray("_RippleFrequencies", rippleFrequencies);
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material.SetFloatArray("_RippleDensities", rippleDensities);
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material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
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material.SetFloatArray("_RippleDurations", startedRippleDurations);
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material.SetFloatArray("_RippleRadii", rippleRadii);
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break;
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}
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}
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}
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private void ResetRippleShaderProperties()
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{
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Vector4[] rippleOrigins = new Vector4[maxRippleAmount];
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float[] startedTimes = new float[maxRippleAmount];
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float[] rippleAmplitudes = new float[maxRippleAmount];
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float[] rippleFrequencies = new float[maxRippleAmount];
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float[] rippleDensities = new float[maxRippleAmount];
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float[] rippleDurations = new float[maxRippleAmount];
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float[] rippleRadii = new float[maxRippleAmount];
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// Initialize Ripple Shader Properties
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material.SetVectorArray("_RippleOrigins", rippleOrigins);
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material.SetFloatArray("_RippleStartTimes", startedTimes);
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material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
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material.SetFloatArray("_RippleFrequencies", rippleFrequencies);
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material.SetFloatArray("_RippleDensities", rippleDensities);
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material.SetFloatArray("_RippleDurations", rippleDurations);
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material.SetFloatArray("_RippleRadii", rippleRadii);
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}
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}
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