Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/3DTD
This commit is contained in:
commit
b28bdc2e27
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type: 3}
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type: 3}
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Quick Outline
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=============
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||||||
|
|
||||||
|
Developed by Chris Nolet (c) 2018
|
||||||
|
|
||||||
|
|
||||||
|
Instructions
|
||||||
|
------------
|
||||||
|
|
||||||
|
To add an outline to an object, drag-and-drop the Outline.cs
|
||||||
|
script onto the object. The outline materials will be loaded
|
||||||
|
at runtime.
|
||||||
|
|
||||||
|
You can also add outlines programmatically with:
|
||||||
|
|
||||||
|
var outline = gameObject.AddComponent<Outline>();
|
||||||
|
|
||||||
|
outline.OutlineMode = Outline.Mode.OutlineAll;
|
||||||
|
outline.OutlineColor = Color.yellow;
|
||||||
|
outline.OutlineWidth = 5f;
|
||||||
|
|
||||||
|
The outline script does a small amount of work in Awake().
|
||||||
|
For best results, use outline.enabled to toggle the outline.
|
||||||
|
Avoid removing and re-adding the component if possible.
|
||||||
|
|
||||||
|
For large meshes, you may also like to enable 'Precompute
|
||||||
|
Outline' in the editor. This will reduce the amount of work
|
||||||
|
performed in Awake().
|
||||||
|
|
||||||
|
|
||||||
|
Troubleshooting
|
||||||
|
---------------
|
||||||
|
|
||||||
|
If the outline appears off-center, please try the following:
|
||||||
|
|
||||||
|
1. Set 'Read/Write Enabled' on each model's import settings.
|
||||||
|
2. Disable 'Optimize Mesh Data' in the player settings.
|
|
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%YAML 1.1
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--- !u!21 &2100000
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- _OutlineWidth: 2
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m_Colors:
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@ -0,0 +1,81 @@
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||||||
|
//
|
||||||
|
// OutlineFill.shader
|
||||||
|
// QuickOutline
|
||||||
|
//
|
||||||
|
// Created by Chris Nolet on 2/21/18.
|
||||||
|
// Copyright © 2018 Chris Nolet. All rights reserved.
|
||||||
|
//
|
||||||
|
|
||||||
|
Shader "Custom/Outline Fill" {
|
||||||
|
Properties {
|
||||||
|
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
|
||||||
|
|
||||||
|
_OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
|
||||||
|
_OutlineWidth("Outline Width", Range(0, 10)) = 2
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags {
|
||||||
|
"Queue" = "Transparent+110"
|
||||||
|
"RenderType" = "Transparent"
|
||||||
|
"DisableBatching" = "True"
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
Name "Fill"
|
||||||
|
Cull Off
|
||||||
|
ZTest [_ZTest]
|
||||||
|
ZWrite Off
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ColorMask RGB
|
||||||
|
|
||||||
|
Stencil {
|
||||||
|
Ref 1
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||||||
|
Comp NotEqual
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||||||
|
}
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
struct appdata {
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float3 smoothNormal : TEXCOORD3;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform fixed4 _OutlineColor;
|
||||||
|
uniform float _OutlineWidth;
|
||||||
|
|
||||||
|
v2f vert(appdata input) {
|
||||||
|
v2f output;
|
||||||
|
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal;
|
||||||
|
float3 viewPosition = UnityObjectToViewPos(input.vertex);
|
||||||
|
float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
|
||||||
|
|
||||||
|
output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
|
||||||
|
output.color = _OutlineColor;
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag(v2f input) : SV_Target {
|
||||||
|
return input.color;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
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|
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|
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||||||
|
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|
@ -0,0 +1,33 @@
|
||||||
|
//
|
||||||
|
// OutlineMask.shader
|
||||||
|
// QuickOutline
|
||||||
|
//
|
||||||
|
// Created by Chris Nolet on 2/21/18.
|
||||||
|
// Copyright © 2018 Chris Nolet. All rights reserved.
|
||||||
|
//
|
||||||
|
|
||||||
|
Shader "Custom/Outline Mask" {
|
||||||
|
Properties {
|
||||||
|
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags {
|
||||||
|
"Queue" = "Transparent+100"
|
||||||
|
"RenderType" = "Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
Name "Mask"
|
||||||
|
Cull Off
|
||||||
|
ZTest [_ZTest]
|
||||||
|
ZWrite Off
|
||||||
|
ColorMask 0
|
||||||
|
|
||||||
|
Stencil {
|
||||||
|
Ref 1
|
||||||
|
Pass Replace
|
||||||
|
}
|
||||||
|
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|
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|
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|
||||||
|
%YAML 1.1
|
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|
%TAG !u! tag:unity3d.com,2011:
|
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|
--- !u!21 &2100000
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|
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@ -0,0 +1,309 @@
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|
//
|
||||||
|
// Outline.cs
|
||||||
|
// QuickOutline
|
||||||
|
//
|
||||||
|
// Created by Chris Nolet on 3/30/18.
|
||||||
|
// Copyright © 2018 Chris Nolet. All rights reserved.
|
||||||
|
//
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[DisallowMultipleComponent]
|
||||||
|
|
||||||
|
public class Outline : MonoBehaviour {
|
||||||
|
private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
|
||||||
|
|
||||||
|
public enum Mode {
|
||||||
|
OutlineAll,
|
||||||
|
OutlineVisible,
|
||||||
|
OutlineHidden,
|
||||||
|
OutlineAndSilhouette,
|
||||||
|
SilhouetteOnly
|
||||||
|
}
|
||||||
|
|
||||||
|
public Mode OutlineMode {
|
||||||
|
get { return outlineMode; }
|
||||||
|
set {
|
||||||
|
outlineMode = value;
|
||||||
|
needsUpdate = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Color OutlineColor {
|
||||||
|
get { return outlineColor; }
|
||||||
|
set {
|
||||||
|
outlineColor = value;
|
||||||
|
needsUpdate = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public float OutlineWidth {
|
||||||
|
get { return outlineWidth; }
|
||||||
|
set {
|
||||||
|
outlineWidth = value;
|
||||||
|
needsUpdate = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
private class ListVector3 {
|
||||||
|
public List<Vector3> data;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Mode outlineMode;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Color outlineColor = Color.white;
|
||||||
|
|
||||||
|
[SerializeField, Range(0f, 10f)]
|
||||||
|
private float outlineWidth = 2f;
|
||||||
|
|
||||||
|
[Header("Optional")]
|
||||||
|
|
||||||
|
[SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
|
||||||
|
+ "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")]
|
||||||
|
private bool precomputeOutline;
|
||||||
|
|
||||||
|
[SerializeField, HideInInspector]
|
||||||
|
private List<Mesh> bakeKeys = new List<Mesh>();
|
||||||
|
|
||||||
|
[SerializeField, HideInInspector]
|
||||||
|
private List<ListVector3> bakeValues = new List<ListVector3>();
|
||||||
|
|
||||||
|
private Renderer[] renderers;
|
||||||
|
private Material outlineMaskMaterial;
|
||||||
|
private Material outlineFillMaterial;
|
||||||
|
|
||||||
|
private bool needsUpdate;
|
||||||
|
|
||||||
|
void Awake() {
|
||||||
|
|
||||||
|
// Cache renderers
|
||||||
|
renderers = GetComponentsInChildren<Renderer>();
|
||||||
|
|
||||||
|
// Instantiate outline materials
|
||||||
|
outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
|
||||||
|
outlineFillMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineFill"));
|
||||||
|
|
||||||
|
outlineMaskMaterial.name = "OutlineMask (Instance)";
|
||||||
|
outlineFillMaterial.name = "OutlineFill (Instance)";
|
||||||
|
|
||||||
|
// Retrieve or generate smooth normals
|
||||||
|
LoadSmoothNormals();
|
||||||
|
|
||||||
|
// Apply material properties immediately
|
||||||
|
needsUpdate = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable() {
|
||||||
|
foreach (var renderer in renderers) {
|
||||||
|
|
||||||
|
// Append outline shaders
|
||||||
|
var materials = renderer.sharedMaterials.ToList();
|
||||||
|
|
||||||
|
materials.Add(outlineMaskMaterial);
|
||||||
|
materials.Add(outlineFillMaterial);
|
||||||
|
|
||||||
|
renderer.materials = materials.ToArray();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnValidate() {
|
||||||
|
|
||||||
|
// Update material properties
|
||||||
|
needsUpdate = true;
|
||||||
|
|
||||||
|
// Clear cache when baking is disabled or corrupted
|
||||||
|
if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) {
|
||||||
|
bakeKeys.Clear();
|
||||||
|
bakeValues.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Generate smooth normals when baking is enabled
|
||||||
|
if (precomputeOutline && bakeKeys.Count == 0) {
|
||||||
|
Bake();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update() {
|
||||||
|
if (needsUpdate) {
|
||||||
|
needsUpdate = false;
|
||||||
|
|
||||||
|
UpdateMaterialProperties();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable() {
|
||||||
|
foreach (var renderer in renderers) {
|
||||||
|
|
||||||
|
// Remove outline shaders
|
||||||
|
var materials = renderer.sharedMaterials.ToList();
|
||||||
|
|
||||||
|
materials.Remove(outlineMaskMaterial);
|
||||||
|
materials.Remove(outlineFillMaterial);
|
||||||
|
|
||||||
|
renderer.materials = materials.ToArray();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDestroy() {
|
||||||
|
|
||||||
|
// Destroy material instances
|
||||||
|
Destroy(outlineMaskMaterial);
|
||||||
|
Destroy(outlineFillMaterial);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Bake() {
|
||||||
|
|
||||||
|
// Generate smooth normals for each mesh
|
||||||
|
var bakedMeshes = new HashSet<Mesh>();
|
||||||
|
|
||||||
|
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
|
||||||
|
|
||||||
|
// Skip duplicates
|
||||||
|
if (!bakedMeshes.Add(meshFilter.sharedMesh)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Serialize smooth normals
|
||||||
|
var smoothNormals = SmoothNormals(meshFilter.sharedMesh);
|
||||||
|
|
||||||
|
bakeKeys.Add(meshFilter.sharedMesh);
|
||||||
|
bakeValues.Add(new ListVector3() { data = smoothNormals });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void LoadSmoothNormals() {
|
||||||
|
|
||||||
|
// Retrieve or generate smooth normals
|
||||||
|
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
|
||||||
|
|
||||||
|
// Skip if smooth normals have already been adopted
|
||||||
|
if (!registeredMeshes.Add(meshFilter.sharedMesh)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Retrieve or generate smooth normals
|
||||||
|
var index = bakeKeys.IndexOf(meshFilter.sharedMesh);
|
||||||
|
var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh);
|
||||||
|
|
||||||
|
// Store smooth normals in UV3
|
||||||
|
meshFilter.sharedMesh.SetUVs(3, smoothNormals);
|
||||||
|
|
||||||
|
// Combine submeshes
|
||||||
|
var renderer = meshFilter.GetComponent<Renderer>();
|
||||||
|
|
||||||
|
if (renderer != null) {
|
||||||
|
CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clear UV3 on skinned mesh renderers
|
||||||
|
foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
|
||||||
|
|
||||||
|
// Skip if UV3 has already been reset
|
||||||
|
if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clear UV3
|
||||||
|
skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
|
||||||
|
|
||||||
|
// Combine submeshes
|
||||||
|
CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
List<Vector3> SmoothNormals(Mesh mesh) {
|
||||||
|
|
||||||
|
// Group vertices by location
|
||||||
|
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
|
||||||
|
|
||||||
|
// Copy normals to a new list
|
||||||
|
var smoothNormals = new List<Vector3>(mesh.normals);
|
||||||
|
|
||||||
|
// Average normals for grouped vertices
|
||||||
|
foreach (var group in groups) {
|
||||||
|
|
||||||
|
// Skip single vertices
|
||||||
|
if (group.Count() == 1) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate the average normal
|
||||||
|
var smoothNormal = Vector3.zero;
|
||||||
|
|
||||||
|
foreach (var pair in group) {
|
||||||
|
smoothNormal += smoothNormals[pair.Value];
|
||||||
|
}
|
||||||
|
|
||||||
|
smoothNormal.Normalize();
|
||||||
|
|
||||||
|
// Assign smooth normal to each vertex
|
||||||
|
foreach (var pair in group) {
|
||||||
|
smoothNormals[pair.Value] = smoothNormal;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return smoothNormals;
|
||||||
|
}
|
||||||
|
|
||||||
|
void CombineSubmeshes(Mesh mesh, Material[] materials) {
|
||||||
|
|
||||||
|
// Skip meshes with a single submesh
|
||||||
|
if (mesh.subMeshCount == 1) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Skip if submesh count exceeds material count
|
||||||
|
if (mesh.subMeshCount > materials.Length) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Append combined submesh
|
||||||
|
mesh.subMeshCount++;
|
||||||
|
mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateMaterialProperties() {
|
||||||
|
|
||||||
|
// Apply properties according to mode
|
||||||
|
outlineFillMaterial.SetColor("_OutlineColor", outlineColor);
|
||||||
|
|
||||||
|
switch (outlineMode) {
|
||||||
|
case Mode.OutlineAll:
|
||||||
|
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||||
|
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||||
|
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Mode.OutlineVisible:
|
||||||
|
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||||
|
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
|
||||||
|
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Mode.OutlineHidden:
|
||||||
|
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||||
|
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
|
||||||
|
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Mode.OutlineAndSilhouette:
|
||||||
|
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
|
||||||
|
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||||
|
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Mode.SilhouetteOnly:
|
||||||
|
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
|
||||||
|
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
|
||||||
|
outlineFillMaterial.SetFloat("_OutlineWidth", 0f);
|
||||||
|
break;
|
||||||
|
}
|
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|
}
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|
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|
@ -7,9 +7,8 @@ public class CameraController : MonoBehaviour
|
||||||
[SerializeField] private GameObject cam;
|
[SerializeField] private GameObject cam;
|
||||||
|
|
||||||
public float scrollSpeed;
|
public float scrollSpeed;
|
||||||
public float stopAfterTime = 0.25f;
|
[Range(5f, 30f)] public float stopAfterTime;
|
||||||
public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f));
|
public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f));
|
||||||
[Range(1f, 0f)] public float decelerationMultiplier;
|
|
||||||
|
|
||||||
public Vector2 sens;
|
public Vector2 sens;
|
||||||
private Vector2 defaultMaxSpeed;
|
private Vector2 defaultMaxSpeed;
|
||||||
|
|
|
@ -27,9 +27,11 @@ public class HideWall : MonoBehaviour
|
||||||
|
|
||||||
List<GameObject> hitObjectsThisFrame = new List<GameObject>();
|
List<GameObject> hitObjectsThisFrame = new List<GameObject>();
|
||||||
|
|
||||||
|
|
||||||
for (int i = 0; i < hits.Length; i++)
|
for (int i = 0; i < hits.Length; i++)
|
||||||
{
|
{
|
||||||
if (hits[i].collider != null && hits[i].collider.CompareTag("Wall"))
|
//print(hits[i].collider.gameObject.name);
|
||||||
|
if (hits[i].collider != null)
|
||||||
{
|
{
|
||||||
var hitGameObject = hits[i].collider.gameObject;
|
var hitGameObject = hits[i].collider.gameObject;
|
||||||
hitObjectsThisFrame.Add(hitGameObject);
|
hitObjectsThisFrame.Add(hitGameObject);
|
||||||
|
|
|
@ -41,11 +41,13 @@ public class WallOpacity : MonoBehaviour
|
||||||
{
|
{
|
||||||
isShowing = true;
|
isShowing = true;
|
||||||
showFadeSpeed = speed;
|
showFadeSpeed = speed;
|
||||||
|
print("showing wall");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void HideWall(float speed)
|
public void HideWall(float speed)
|
||||||
{
|
{
|
||||||
isShowing = false;
|
isShowing = false;
|
||||||
hideFadeSpeed = speed;
|
hideFadeSpeed = speed;
|
||||||
|
print("hdiding wall");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,5 +1,3 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class GameManager : MonoBehaviour
|
public class GameManager : MonoBehaviour
|
||||||
|
@ -7,8 +5,16 @@ public class GameManager : MonoBehaviour
|
||||||
public static GameManager Instance;
|
public static GameManager Instance;
|
||||||
|
|
||||||
public bool IsBuildMode = false;
|
public bool IsBuildMode = false;
|
||||||
|
private Tower selectedTower;
|
||||||
|
public Tower SelectedTower { get { return selectedTower; } set {
|
||||||
|
if (selectedTower != null)
|
||||||
|
selectedTower.TowerSelected(false);
|
||||||
|
|
||||||
private void Start()
|
selectedTower = value;
|
||||||
|
selectedTower.TowerSelected(true);
|
||||||
|
}}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
{
|
{
|
||||||
if (Instance != this)
|
if (Instance != this)
|
||||||
Destroy(Instance);
|
Destroy(Instance);
|
||||||
|
|
|
@ -1,12 +1,12 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Unity.VisualScripting;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class CameraSlotClickDetect : MonoBehaviour
|
public class CameraSlotClickDetect : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Camera mainCamera;
|
public Camera mainCamera;
|
||||||
public LayerMask layerMask;
|
public LayerMask layerMask;
|
||||||
|
public LayerMask selectLayer;
|
||||||
|
|
||||||
private SlotManager PrevHoveredSlot;
|
private SlotManager PrevHoveredSlot;
|
||||||
|
|
||||||
|
@ -29,6 +29,13 @@ public class CameraSlotClickDetect : MonoBehaviour
|
||||||
{
|
{
|
||||||
var slotInfo = hit.collider.gameObject.GetComponentInParent<SlotManager>();
|
var slotInfo = hit.collider.gameObject.GetComponentInParent<SlotManager>();
|
||||||
slotInfo.OnClick();
|
slotInfo.OnClick();
|
||||||
|
GameManager.Instance.SelectedTower = null;
|
||||||
|
}
|
||||||
|
RaycastHit selectHit;
|
||||||
|
if (Physics.Raycast(ray, out selectHit, Mathf.Infinity, selectLayer) && !GameManager.Instance.IsBuildMode)
|
||||||
|
{
|
||||||
|
var tower = selectHit.collider.gameObject.GetComponentInChildren<Tower>();
|
||||||
|
GameManager.Instance.SelectedTower = tower;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,4 @@
|
||||||
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
@ -16,6 +17,7 @@ public class AimTower : Tower
|
||||||
[SerializeField] private GameObject ghostPrefab;
|
[SerializeField] private GameObject ghostPrefab;
|
||||||
[SerializeField] private LineRenderer trajectoryLine;
|
[SerializeField] private LineRenderer trajectoryLine;
|
||||||
[SerializeField] private int trajectoryObjectPoolSize = 25;
|
[SerializeField] private int trajectoryObjectPoolSize = 25;
|
||||||
|
[SerializeField] private LayerMask wallMask;
|
||||||
private int poolIdx = 0;
|
private int poolIdx = 0;
|
||||||
|
|
||||||
public Vector3 AimDirection => barrel.transform.forward;
|
public Vector3 AimDirection => barrel.transform.forward;
|
||||||
|
@ -24,9 +26,10 @@ public class AimTower : Tower
|
||||||
public float HorizontalRotation => horizontalArc.Value;
|
public float HorizontalRotation => horizontalArc.Value;
|
||||||
public float VerticalRotation => verticalArc.Value;
|
public float VerticalRotation => verticalArc.Value;
|
||||||
|
|
||||||
|
|
||||||
protected override void Awake()
|
protected override void Awake()
|
||||||
{
|
{
|
||||||
|
base.Awake();
|
||||||
|
|
||||||
horizontalArc.Value.AddListener(UpdateBarrelRotation);
|
horizontalArc.Value.AddListener(UpdateBarrelRotation);
|
||||||
verticalArc.Value.AddListener(UpdateBarrelRotation);
|
verticalArc.Value.AddListener(UpdateBarrelRotation);
|
||||||
|
|
||||||
|
@ -39,6 +42,16 @@ public class AimTower : Tower
|
||||||
UpdateTrajectory();
|
UpdateTrajectory();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void TowerSelected(bool selected)
|
||||||
|
{
|
||||||
|
base.TowerSelected(selected);
|
||||||
|
|
||||||
|
horizontalArc.gameObject.SetActive(selected);
|
||||||
|
verticalArc.gameObject.SetActive(selected);
|
||||||
|
trajectoryLine.gameObject.SetActive(selected);
|
||||||
|
UpdateTrajectory();
|
||||||
|
}
|
||||||
|
|
||||||
protected override void OnDestroy()
|
protected override void OnDestroy()
|
||||||
{
|
{
|
||||||
horizontalArc.Value.RemoveListener(UpdateBarrelRotation);
|
horizontalArc.Value.RemoveListener(UpdateBarrelRotation);
|
||||||
|
@ -67,6 +80,7 @@ public class AimTower : Tower
|
||||||
{
|
{
|
||||||
ghost.SetActive(false);
|
ghost.SetActive(false);
|
||||||
}
|
}
|
||||||
|
if (!this.selected) return;
|
||||||
|
|
||||||
Vector3 origin = barrel.Tip.position;
|
Vector3 origin = barrel.Tip.position;
|
||||||
Vector3 dir = barrel.transform.forward;
|
Vector3 dir = barrel.transform.forward;
|
||||||
|
@ -76,7 +90,7 @@ public class AimTower : Tower
|
||||||
{
|
{
|
||||||
Debug.DrawRay(origin, dir.normalized * k_trajectory_maxdist, Color.red, 5f);
|
Debug.DrawRay(origin, dir.normalized * k_trajectory_maxdist, Color.red, 5f);
|
||||||
RaycastHit hit;
|
RaycastHit hit;
|
||||||
if (!Physics.Raycast(origin, dir, out hit, k_trajectory_maxdist))
|
if (!Physics.Raycast(origin, dir, out hit, k_trajectory_maxdist, wallMask))
|
||||||
break;
|
break;
|
||||||
|
|
||||||
pointsInTrajectory.Add(hit.point);
|
pointsInTrajectory.Add(hit.point);
|
||||||
|
@ -84,7 +98,6 @@ public class AimTower : Tower
|
||||||
origin = hit.point;
|
origin = hit.point;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
trajectoryLine.positionCount = pointsInTrajectory.Count;
|
trajectoryLine.positionCount = pointsInTrajectory.Count;
|
||||||
trajectoryLine.SetPositions(pointsInTrajectory.ToArray());
|
trajectoryLine.SetPositions(pointsInTrajectory.ToArray());
|
||||||
|
|
||||||
|
|
|
@ -14,6 +14,16 @@ public class GravityTower : Tower
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private AnimationCurve distToAcceleration;
|
private AnimationCurve distToAcceleration;
|
||||||
|
|
||||||
|
public override void TowerSelected(bool selected)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Awake()
|
||||||
|
{
|
||||||
|
base.Awake();
|
||||||
|
}
|
||||||
|
|
||||||
protected override void FixedUpdate()
|
protected override void FixedUpdate()
|
||||||
{
|
{
|
||||||
Collider[] projectilesInRadius = Physics.OverlapSphere(orb.position, radius, affectedBodies);
|
Collider[] projectilesInRadius = Physics.OverlapSphere(orb.position, radius, affectedBodies);
|
||||||
|
@ -25,4 +35,14 @@ public class GravityTower : Tower
|
||||||
projectileBody.AddForce(projToOrb.normalized * distToAcceleration.Evaluate(dist));
|
projectileBody.AddForce(projToOrb.normalized * distToAcceleration.Evaluate(dist));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override void OnDestroy()
|
||||||
|
{
|
||||||
|
base.OnDestroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Update()
|
||||||
|
{
|
||||||
|
base.Update();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -45,7 +45,7 @@ public class Projectile : MonoBehaviour
|
||||||
private void OnCollisionEnter(Collision collision)
|
private void OnCollisionEnter(Collision collision)
|
||||||
{
|
{
|
||||||
HealthComponent hitHealthComp = collision.gameObject.GetComponent<HealthComponent>();
|
HealthComponent hitHealthComp = collision.gameObject.GetComponent<HealthComponent>();
|
||||||
if (hitHealthComp == comingFrom) return;
|
// if (hitHealthComp == comingFrom) return;
|
||||||
if (hitHealthComp)
|
if (hitHealthComp)
|
||||||
{
|
{
|
||||||
hitHealthComp.TakeDamage(damage);
|
hitHealthComp.TakeDamage(damage);
|
||||||
|
|
|
@ -1,21 +1,29 @@
|
||||||
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Assertions;
|
using UnityEngine.Assertions;
|
||||||
|
|
||||||
public abstract class Tower : MonoBehaviour
|
public abstract class Tower : MonoBehaviour
|
||||||
{
|
{
|
||||||
public bool towerSelected { get; set; } = true;
|
protected bool selected = false;
|
||||||
|
|
||||||
protected HealthComponent healthComp;
|
protected HealthComponent healthComp;
|
||||||
|
protected Outline outline;
|
||||||
|
|
||||||
// Getters
|
// Getters
|
||||||
|
public virtual void TowerSelected(bool selected)
|
||||||
|
{
|
||||||
|
this.selected = selected;
|
||||||
|
|
||||||
|
outline.enabled = selected;
|
||||||
|
}
|
||||||
|
|
||||||
protected virtual void Awake()
|
protected virtual void Awake()
|
||||||
{
|
{
|
||||||
healthComp = GetComponent<HealthComponent>();
|
healthComp = GetComponent<HealthComponent>();
|
||||||
|
outline = GetComponent<Outline>();
|
||||||
Assert.IsNotNull(healthComp);
|
Assert.IsNotNull(healthComp);
|
||||||
|
Assert.IsNotNull(outline);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
protected virtual void OnDestroy()
|
protected virtual void OnDestroy()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d8c102cc5759e0a4d81ddbcd1cd98477
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,10 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 90bf882ff38c2db4cab99fcb79deaf9c
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
|
@ -14,9 +14,9 @@ TagManager:
|
||||||
- UI
|
- UI
|
||||||
- Projectile
|
- Projectile
|
||||||
-
|
-
|
||||||
|
- Tower
|
||||||
-
|
-
|
||||||
-
|
- Cell
|
||||||
-
|
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|
Loading…
Reference in New Issue