Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/ColorDefense
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m_ObjectHideFlags: 0
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File diff suppressed because it is too large
Load Diff
|
@ -3,27 +3,37 @@ using Cinemachine;
|
|||
|
||||
public class CameraController : MonoBehaviour
|
||||
{
|
||||
//[SerializeField] private CinemachineVirtualCamera cam;
|
||||
//private CinemachineOrbitalTransposer orbitalTransposer;
|
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[SerializeField] private GameObject cam;
|
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|
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//private void Start()
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//{
|
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// orbitalTransposer = cam.GetCinemachineComponent<CinemachineOrbitalTransposer>();
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//}
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public float scrollSpeed;
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||||
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||||
//private void Update()
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//{
|
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// if (Input.GetMouseButtonDown(1))
|
||||
// {
|
||||
// orbitalTransposer.m_XAxis.m_InputAxisName = "Mouse X";
|
||||
// //orbitalTransposer.
|
||||
// }
|
||||
public Vector2 sens;
|
||||
private Vector2 defaultMaxSpeed;
|
||||
|
||||
// if (Input.GetMouseButtonUp(1))
|
||||
// {
|
||||
private void Start()
|
||||
{
|
||||
defaultMaxSpeed *= 0;
|
||||
}
|
||||
|
||||
// orbitalTransposer.m_XAxis.m_InputAxisName = null;
|
||||
private void Update()
|
||||
{
|
||||
defaultMaxSpeed = new Vector2(cam.GetComponent<CinemachineFreeLook>().m_XAxis.m_MaxSpeed, cam.GetComponent<CinemachineFreeLook>().m_YAxis.m_MaxSpeed);
|
||||
|
||||
// }
|
||||
//}
|
||||
if (Input.GetMouseButtonDown(1))
|
||||
{
|
||||
defaultMaxSpeed = sens;
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonUp(1))
|
||||
{
|
||||
defaultMaxSpeed *= 0;
|
||||
}
|
||||
|
||||
cam.GetComponent<CinemachineFreeLook>().m_XAxis.m_MaxSpeed = defaultMaxSpeed.x;
|
||||
cam.GetComponent<CinemachineFreeLook>().m_YAxis.m_MaxSpeed = defaultMaxSpeed.y;
|
||||
|
||||
float scroll = Input.GetAxis("Mouse ScrollWheel");
|
||||
|
||||
cam.GetComponent<CinemachineCameraOffset>().m_Offset.z += scroll * scrollSpeed;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,46 +1,75 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class HideWall : MonoBehaviour
|
||||
{
|
||||
public float maxRayDistance;
|
||||
|
||||
[SerializeField] private GameObject target;
|
||||
[SerializeField] private GameObject origin;
|
||||
public GameObject prevObject;
|
||||
|
||||
public Material defaultMaterial; // Material when not hitting "Wall"
|
||||
public Material hitMaterial; // Material when hitting "Wall"
|
||||
|
||||
public GameObject prevObject;
|
||||
public float sphereRadius;
|
||||
float maxSphereRayDistance;
|
||||
public Vector3 maxSphereRayDistanceOffset;
|
||||
|
||||
private List<GameObject> prevHitObjects = new List<GameObject>();
|
||||
|
||||
private void Start()
|
||||
{
|
||||
maxSphereRayDistance = Vector3.Distance(origin.transform.position, target.transform.position) - (sphereRadius * 2 + 1);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
Vector3 direction = (target.transform.position - origin.transform.position).normalized;
|
||||
Vector3 direction = ((target.transform.position + maxSphereRayDistanceOffset) - origin.transform.position).normalized;
|
||||
RaycastHit[] hits = Physics.SphereCastAll(origin.transform.position, sphereRadius, direction, maxSphereRayDistance);
|
||||
|
||||
RaycastHit hit;
|
||||
List<GameObject> hitObjectsThisFrame = new List<GameObject>();
|
||||
|
||||
if (Physics.Raycast(origin.transform.position, direction, out hit, maxRayDistance))
|
||||
// Change material of currently hit objects
|
||||
for (int i = 0; i < hits.Length; i++)
|
||||
{
|
||||
if (hit.collider.CompareTag("Wall"))
|
||||
if (hits[i].collider.CompareTag("Wall"))
|
||||
{
|
||||
if (prevObject == hit.collider.gameObject)
|
||||
{
|
||||
hit.collider.GetComponent<Renderer>().material = hitMaterial;
|
||||
prevObject = hit.collider.gameObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
hit.collider.GetComponent<Renderer>().material = defaultMaterial;
|
||||
}
|
||||
var hitGameObject = hits[i].collider.gameObject;
|
||||
hitObjectsThisFrame.Add(hitGameObject);
|
||||
|
||||
// Change material only if this object wasn't hit last frame
|
||||
if (!prevHitObjects.Contains(hitGameObject))
|
||||
{
|
||||
Renderer renderer = hits[i].collider.GetComponent<Renderer>();
|
||||
if (renderer != null)
|
||||
{
|
||||
renderer.material = hitMaterial;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore the material of objects that are not hit this frame but were hit in the previous frame
|
||||
for (int i = 0; i < prevHitObjects.Count; i++)
|
||||
{
|
||||
if (!hitObjectsThisFrame.Contains(prevHitObjects[i]))
|
||||
{
|
||||
Renderer renderer = prevHitObjects[i].GetComponent<Renderer>();
|
||||
if (renderer != null)
|
||||
{
|
||||
renderer.material = defaultMaterial;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update the list of previously hit objects
|
||||
prevHitObjects = hitObjectsThisFrame;
|
||||
}
|
||||
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawRay(origin.transform.position, (target.transform.position - origin.transform.position).normalized * maxRayDistance);
|
||||
Gizmos.DrawWireSphere(origin.transform.position, sphereRadius);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,6 +23,7 @@ public class CameraSlotClickDetect : MonoBehaviour
|
|||
if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))
|
||||
{
|
||||
var slotInfo = hit.collider.gameObject.GetComponentInParent<SlotManager>();
|
||||
slotInfo.OnClick();
|
||||
|
||||
Debug.Log($"Hit PlacementSlot! At ({slotInfo.x}, {slotInfo.y})");
|
||||
}
|
||||
|
|
|
@ -7,14 +7,22 @@ public class GridManager : MonoBehaviour
|
|||
{
|
||||
[SerializeField] private Vector2Int GridSize;
|
||||
[SerializeField] private float Gap = 0.1f;
|
||||
[SerializeField] private GridType gridType = GridType.Primary;
|
||||
[Space(10)]
|
||||
[SerializeField] private GameObject TowerSlotPrefab;
|
||||
|
||||
[DoNotSerialize] public List<GameObject> SpawnedSlots = new();
|
||||
|
||||
/// <summary>
|
||||
/// Not implimented
|
||||
/// </summary>
|
||||
[DoNotSerialize] public string[,] GridStates;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
TowerPlacementManager.OnSpawnGridRequested += SpawnSlots;
|
||||
|
||||
GridStates = new string[GridSize.x, GridSize.y];
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
|
@ -39,8 +47,17 @@ public class GridManager : MonoBehaviour
|
|||
infoHolder.x = x;
|
||||
infoHolder.y = y;
|
||||
|
||||
infoHolder.OnSlotClicked += sender.OnSlotClicked;
|
||||
|
||||
SpawnedSlots.Add(spawned);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum GridType
|
||||
{
|
||||
Primary,
|
||||
Wall,
|
||||
Celling
|
||||
}
|
|
@ -1,6 +1,7 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
|
@ -10,9 +11,16 @@ public class TowerPlacementManager : MonoBehaviour
|
|||
/// Sender
|
||||
/// </summary>
|
||||
public static event Action<TowerPlacementManager> OnSpawnGridRequested;
|
||||
|
||||
public static TowerPlacementManager Singleton;
|
||||
|
||||
// Section: Selection
|
||||
private SlotManager CurrentSelected;
|
||||
|
||||
// Section: Debug
|
||||
public GameObject DebugTowerPrefab;
|
||||
|
||||
private bool IsPlacing = true; // Show silluette or nothing
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (Singleton != this)
|
||||
|
@ -20,10 +28,71 @@ public class TowerPlacementManager : MonoBehaviour
|
|||
Singleton = this;
|
||||
|
||||
OnSpawnGridRequested?.Invoke(this);
|
||||
|
||||
ToSilhouette(DebugTowerPrefab);
|
||||
}
|
||||
|
||||
public void OnSlotClicked(SlotManager slot, GridManager grid, int x, int y)
|
||||
{
|
||||
slot.gameObject.GetComponentInChildren<Renderer>().material.color = Color.blue;
|
||||
OnSelectSlot(slot);
|
||||
|
||||
SpawnTowerAtSelected(DebugTowerPrefab);
|
||||
}
|
||||
|
||||
// Called when a slot is selected
|
||||
public void OnSelectSlot(SlotManager slot)
|
||||
{
|
||||
// Detects if the selected slot is new
|
||||
if (CurrentSelected != null && CurrentSelected != slot)
|
||||
OnDeselectSlot(CurrentSelected, slot);
|
||||
CurrentSelected = slot;
|
||||
|
||||
slot.gameObject.GetComponentInChildren<Renderer>().material.color = Color.blue;
|
||||
}
|
||||
|
||||
// Called when another slot is getting selected
|
||||
public void OnDeselectSlot(SlotManager prevSlot, SlotManager newSlot)
|
||||
{
|
||||
prevSlot.gameObject.GetComponentInChildren<Renderer>().material.color = Color.white;
|
||||
}
|
||||
|
||||
public void SpawnTowerAtSelected(GameObject towerPrefab)
|
||||
{
|
||||
Instantiate(towerPrefab, CurrentSelected.transform);
|
||||
}
|
||||
|
||||
public void OnSlotHovered()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
[Space(10)]
|
||||
public Material SilhouetteMaterial;
|
||||
public GameObject ToSilhouette(GameObject obj)
|
||||
{
|
||||
// if prefab, then spawn it
|
||||
if (obj.scene.name == null)
|
||||
obj = Instantiate(obj);
|
||||
|
||||
Component[] objScripts = obj.GetComponents<Component>();
|
||||
objScripts = objScripts.Concat(obj.GetComponentsInChildren<Component>()).ToArray();
|
||||
|
||||
for (int i = 0; i < objScripts.Length; i++)
|
||||
{
|
||||
var comp = objScripts[i];
|
||||
|
||||
if (comp is not Renderer && comp is not Transform && comp is not MeshFilter)
|
||||
{
|
||||
Destroy(comp);
|
||||
}
|
||||
else if (typeof(Renderer).IsAssignableFrom(comp))
|
||||
{
|
||||
var renderer = comp as Renderer;
|
||||
renderer.materials = new Material[] { SilhouetteMaterial , SilhouetteMaterial , SilhouetteMaterial , SilhouetteMaterial , SilhouetteMaterial };
|
||||
}
|
||||
}
|
||||
|
||||
return obj;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,8 +9,15 @@ public class SlotManager : MonoBehaviour
|
|||
public int x;
|
||||
public int y;
|
||||
|
||||
public Transform TowerSpawnPoint;
|
||||
|
||||
/// <summary>
|
||||
/// (Sender, spawnerRef, X, Y)
|
||||
/// </summary>
|
||||
public static event Action<SlotManager, GridManager, int, int> OnSlotClicked;
|
||||
public event Action<SlotManager, GridManager, int, int> OnSlotClicked;
|
||||
|
||||
public void OnClick()
|
||||
{
|
||||
OnSlotClicked?.Invoke(this, spawnerRef, x, y);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,9 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class Barrel : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private Transform tip;
|
||||
|
||||
public Transform Tip => tip;
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7e81b110ace4ce100b765f538ff6522f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,22 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class Projectile : MonoBehaviour
|
||||
{
|
||||
[SerializeField, Range(0f, 1f)]
|
||||
private float bounciness = 0.5f;
|
||||
|
||||
private Collider projCol;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
projCol = GetComponent<Collider>();
|
||||
Assert.IsNotNull(projCol);
|
||||
|
||||
PhysicMaterial pMat = new();
|
||||
pMat.bounciness = this.bounciness;
|
||||
|
||||
projCol.material = pMat;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a98521a4b559621438fc196adc605f3b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,18 +1,89 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
[RequireComponent(typeof(ProjectileSpawner))]
|
||||
public class ProjectileTower : Tower
|
||||
{
|
||||
[SerializeField, Range(0.01f, 20f)] private float attackSecondsDelay = 1f;
|
||||
[SerializeField] private ProjectilePattern[] projectileSequence;
|
||||
[SerializeField] private Barrel barrel;
|
||||
[SerializeField] private LineRenderer trajectory;
|
||||
[SerializeField] private int trajectoryBounces = 2;
|
||||
private const float k_trajectory_maxdist = 100f;
|
||||
|
||||
private ProjectileSpawner projectileSpawner;
|
||||
|
||||
public Vector3 AimDirection => transform.TransformVector(transform.InverseTransformVector(horizontalArc.ToKnobVector) + transform.InverseTransformVector(verticalArc.ToKnobVector));
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
projectileSpawner = GetComponent<ProjectileSpawner>();
|
||||
Assert.IsNotNull(projectileSpawner);
|
||||
|
||||
horizontalArc.Value.AddListener(UpdateBarrelRotation);
|
||||
verticalArc.Value.AddListener(UpdateBarrelRotation);
|
||||
|
||||
horizontalArc.Value.AddListener(UpdateTrajectory);
|
||||
verticalArc.Value.AddListener(UpdateTrajectory);
|
||||
|
||||
UpdateBarrelRotation();
|
||||
UpdateTrajectory();
|
||||
StartCoroutine(AttackLoop());
|
||||
}
|
||||
|
||||
private void UpdateTrajectory(float unused) => UpdateTrajectory();
|
||||
|
||||
private void UpdateTrajectory()
|
||||
{
|
||||
if (trajectory == null) return;
|
||||
|
||||
Vector3 origin = barrel.Tip.position;
|
||||
Vector3 dir = barrel.transform.forward;
|
||||
List<Vector3> pointsInTrajectory = new();
|
||||
pointsInTrajectory.Add(origin);
|
||||
for (int i = 0; i < trajectoryBounces; i++)
|
||||
{
|
||||
Debug.DrawRay(origin, dir.normalized * k_trajectory_maxdist, Color.red, 5f);
|
||||
RaycastHit hit;
|
||||
if (!Physics.Raycast(origin, dir, out hit, k_trajectory_maxdist))
|
||||
break;
|
||||
|
||||
pointsInTrajectory.Add(hit.point);
|
||||
dir = Vector3.Reflect(dir, hit.normal);
|
||||
origin = hit.point;
|
||||
}
|
||||
|
||||
trajectory.positionCount = pointsInTrajectory.Count;
|
||||
trajectory.SetPositions(pointsInTrajectory.ToArray());
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
horizontalArc.Value.RemoveListener(UpdateBarrelRotation);
|
||||
verticalArc.Value.RemoveListener(UpdateBarrelRotation);
|
||||
}
|
||||
|
||||
private IEnumerator AttackLoop()
|
||||
{
|
||||
do {
|
||||
yield return new WaitForSeconds(attackSecondsDelay);
|
||||
UpdateBarrelRotation();
|
||||
Debug.DrawRay(transform.position, horizontalArc.ToKnobVector, Color.red, attackSecondsDelay);
|
||||
Debug.DrawRay(transform.position, verticalArc.ToKnobVector, Color.green, attackSecondsDelay);
|
||||
Debug.DrawRay(transform.position, AimDirection, Color.yellow, attackSecondsDelay);
|
||||
projectileSpawner.RunBulletSequence(transform.position, transform.up, AimDirection, projectileSequence);
|
||||
} while (true);
|
||||
}
|
||||
|
||||
private void UpdateBarrelRotation(float unused) => UpdateBarrelRotation();
|
||||
|
||||
// Rotate barrel to match rotation
|
||||
private void UpdateBarrelRotation()
|
||||
{
|
||||
barrel.transform.localRotation = Quaternion.Euler(verticalArc.Value, horizontalArc.Value, 0f);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,13 +1,14 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
[RequireComponent(typeof(HealthComponent))]
|
||||
public abstract class Tower : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private EditableArc horizontalArc;
|
||||
[SerializeField] private EditableArc verticalArc;
|
||||
public bool towerSelected { get; set; } = true;
|
||||
|
||||
private HealthComponent healthComp;
|
||||
[SerializeField] protected EditableArc horizontalArc;
|
||||
[SerializeField] protected EditableArc verticalArc;
|
||||
|
||||
protected HealthComponent healthComp;
|
||||
|
||||
// Getters
|
||||
public Vector2 HorizontalRotationMinMax => horizontalArc.RotationMinMax;
|
||||
|
@ -20,6 +21,16 @@ public abstract class Tower : MonoBehaviour
|
|||
healthComp = GetComponent<HealthComponent>();
|
||||
Assert.IsNotNull(healthComp);
|
||||
|
||||
// Set default rotation to average between min max
|
||||
horizontalArc.Value.AddListener(SnapVerticalToHorizontal);
|
||||
}
|
||||
|
||||
private void SnapVerticalToHorizontal(float horizontalAngle)
|
||||
{
|
||||
verticalArc.transform.rotation = Quaternion.Euler(verticalArc.transform.rotation.eulerAngles.x, horizontalAngle, verticalArc.transform.rotation.eulerAngles.z);
|
||||
}
|
||||
|
||||
protected virtual void OnDestroy()
|
||||
{
|
||||
horizontalArc.Value.RemoveListener(SnapVerticalToHorizontal);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
public enum ArcOrientation
|
||||
{
|
||||
|
@ -12,6 +14,9 @@ public class EditableArc : MonoBehaviour
|
|||
[SerializeField] private ArcOrientation orientation = ArcOrientation.HORIZONTAL;
|
||||
[SerializeField, Range(5, 50)] private int samples = 15;
|
||||
[SerializeField] private float visualRadius = 1f;
|
||||
[SerializeField] private SliderKnob knob;
|
||||
[SerializeField] private float knobSensitiviy = 1f;
|
||||
[SerializeField] private string moveKnobAxisName = "Mouse X";
|
||||
|
||||
[SerializeField] private Vector2 rotationMinMax = new Vector2(-30f, 30f);
|
||||
private LineRenderer lineRenderer;
|
||||
|
@ -19,13 +24,64 @@ public class EditableArc : MonoBehaviour
|
|||
public Observer<float> Value { get; private set; } = new(0);
|
||||
public Vector2 RotationMinMax => rotationMinMax;
|
||||
|
||||
public Vector3 normal => orientation == ArcOrientation.HORIZONTAL ? transform.up : transform.forward;
|
||||
public Vector3 tangent => orientation == ArcOrientation.HORIZONTAL ? transform.forward : transform.up;
|
||||
|
||||
public Vector3 ToKnobVector => Quaternion.AngleAxis(Value.Value, normal) * tangent;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
lineRenderer = GetComponent<LineRenderer>();
|
||||
|
||||
Value.AddListener(UpdateArc);
|
||||
Value.AddListener(UpdateKnobPosition);
|
||||
|
||||
Value.Value = (rotationMinMax.x + rotationMinMax.y) / 2f;
|
||||
// Set default rotation to average between min max
|
||||
// Value.Value = (rotationMinMax.x + rotationMinMax.y) / 2f;
|
||||
|
||||
Assert.IsNotNull(knob, $"No knob on {this}");
|
||||
knob.OnDrag += PointerDraggedOnKnob;
|
||||
|
||||
// Initial
|
||||
UpdateKnobPosition(Value);
|
||||
}
|
||||
|
||||
// Moves the knob to the right position based on the angle on the arc
|
||||
private void UpdateKnobPosition(float angle)
|
||||
{
|
||||
Vector3 dir = Quaternion.AngleAxis(angle, normal) * tangent;
|
||||
Vector3 knobPos = transform.position + dir;
|
||||
|
||||
knob.transform.position = knobPos;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Value.RemoveListener(UpdateArc);
|
||||
Value.RemoveListener(UpdateKnobPosition);
|
||||
knob.OnDrag -= PointerDraggedOnKnob;
|
||||
}
|
||||
|
||||
private void PointerDraggedOnKnob(SliderKnob knob)
|
||||
{
|
||||
// Amount mouse have moved since last frame - ie. mouse velocity
|
||||
Vector2 mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
|
||||
|
||||
Vector3 start = Quaternion.AngleAxis(rotationMinMax.x, normal) * tangent;
|
||||
Vector3 end = Quaternion.AngleAxis(rotationMinMax.y, normal) * tangent;
|
||||
Vector3 v1 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value);
|
||||
Vector3 v2 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value + 1f);
|
||||
Vector3 arcTangent = (v2 - v1).normalized;
|
||||
Debug.DrawRay(knob.transform.position, arcTangent, Color.yellow, 5f);
|
||||
Debug.Log($"tangent: {arcTangent}");
|
||||
|
||||
// TODO: figure out this based on camera orientation
|
||||
float sign = -1f;
|
||||
|
||||
float delta = (Vector2.Dot(arcTangent, Vector2.up * mouseMovement.x) + Vector2.Dot(arcTangent, Vector2.right * mouseMovement.y)) * knobSensitiviy * sign;
|
||||
Debug.Log(delta);
|
||||
float newAngle = ClampAngle(Value.Value + delta, rotationMinMax.x, rotationMinMax.y);
|
||||
Value.Value = newAngle;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -35,24 +91,6 @@ public class EditableArc : MonoBehaviour
|
|||
|
||||
private void UpdateArc(float rotation)
|
||||
{
|
||||
Vector3 normal;
|
||||
Vector3 tangent;
|
||||
|
||||
if (orientation == ArcOrientation.HORIZONTAL)
|
||||
{
|
||||
normal = transform.up;
|
||||
tangent = transform.right;
|
||||
}
|
||||
else if (orientation == ArcOrientation.VERTICAL)
|
||||
{
|
||||
normal = transform.right;
|
||||
tangent = transform.up;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.Exception("WTFFFFF HAVE YOU DONE YOU MF!!?");
|
||||
}
|
||||
|
||||
float angle = rotationMinMax.y - rotationMinMax.x;
|
||||
float v = (Mathf.PI - Value * Mathf.Deg2Rad) / 2f;
|
||||
Vector3 start = Quaternion.AngleAxis(rotationMinMax.x, normal) * tangent;
|
||||
|
@ -71,22 +109,36 @@ public class EditableArc : MonoBehaviour
|
|||
}
|
||||
|
||||
lineRenderer.SetPositions(positions);
|
||||
|
||||
// Set looop
|
||||
if (angle >= 360)
|
||||
lineRenderer.loop = true;
|
||||
else
|
||||
lineRenderer.loop = false;
|
||||
}
|
||||
|
||||
public Vector3 SamplePointOnArc(Vector3 startPoint, Vector3 endPoint, float radius, float t)
|
||||
{
|
||||
// Calculate the angle between start and end points
|
||||
float angle = Vector3.Angle(startPoint, endPoint) * t;
|
||||
float angle = Mathf.Lerp(rotationMinMax.x, rotationMinMax.y, t);
|
||||
Vector3 dir = Quaternion.AngleAxis(angle, normal) * tangent;
|
||||
return transform.position + dir.normalized * radius;
|
||||
}
|
||||
|
||||
// Calculate the perpendicular vector from start to end
|
||||
Vector3 axis = Vector3.Cross(startPoint, endPoint).normalized;
|
||||
public Vector3 SamplePointOnArcAngle(Vector3 startPoint, Vector3 endPoint, float radius, float angle)
|
||||
{
|
||||
Vector3 dir = Quaternion.AngleAxis(angle, normal) * tangent;
|
||||
return transform.position + dir.normalized * radius;
|
||||
}
|
||||
|
||||
// Calculate the position of the point on the arc
|
||||
Vector3 pointOnArc = Quaternion.AngleAxis(angle, axis) * startPoint;
|
||||
public static float ClampAngle(float current, float min, float max)
|
||||
{
|
||||
float dtAngle = Mathf.Abs(((min - max) + 180) % 360 - 180);
|
||||
float hdtAngle = dtAngle * 0.5f;
|
||||
float midAngle = min + hdtAngle;
|
||||
|
||||
// Scale the point by the radius
|
||||
pointOnArc *= radius;
|
||||
|
||||
return pointOnArc;
|
||||
float offset = Mathf.Abs(Mathf.DeltaAngle(current, midAngle)) - hdtAngle;
|
||||
if (offset > 0)
|
||||
current = Mathf.MoveTowardsAngle(current, midAngle, offset);
|
||||
return current;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -32,7 +32,6 @@ public class Observer<T> {
|
|||
}
|
||||
|
||||
public void Invoke() {
|
||||
Debug.Log($"Invoking {onValueChanged.GetPersistentEventCount()} listeners");
|
||||
onValueChanged.Invoke(value);
|
||||
}
|
||||
|
||||
|
|
|
@ -23,12 +23,12 @@ public class ProjectileSpawner : MonoBehaviour
|
|||
{
|
||||
[SerializeField] private float delayBetweenBulletSequences = 0.1f;
|
||||
|
||||
public void RunBulletSequence(Vector3 origin, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
|
||||
public void RunBulletSequence(Vector3 origin, Vector3 normal, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
|
||||
{
|
||||
StartCoroutine(RunBulletSequenceCourotine(origin, baseDirection, bulletSequence));
|
||||
StartCoroutine(RunBulletSequenceCourotine(origin, normal, baseDirection, bulletSequence));
|
||||
}
|
||||
|
||||
private IEnumerator RunBulletSequenceCourotine(Vector3 origin, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
|
||||
private IEnumerator RunBulletSequenceCourotine(Vector3 origin, Vector3 normal, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
|
||||
{
|
||||
baseDirection.Normalize();
|
||||
|
||||
|
@ -37,13 +37,14 @@ public class ProjectileSpawner : MonoBehaviour
|
|||
float stepSize = bulletPattern.Arc / ((float)bulletPattern.Amount);
|
||||
for (int i = 0; i < bulletPattern.Amount; i++)
|
||||
{
|
||||
Vector2 bulletDir = rotate(baseDirection, stepSize * i + stepSize / 2f - bulletPattern.Arc / 2f);
|
||||
float angle = stepSize * i + stepSize / 2f - bulletPattern.Arc / 2f;
|
||||
Vector3 bulletDir = Quaternion.AngleAxis(angle, normal) * baseDirection;
|
||||
|
||||
GameObject projectile = Instantiate(bulletPattern.bulletPrefab, origin, Quaternion.identity);
|
||||
Debug.DrawRay(origin, bulletDir, Color.magenta, 5f);
|
||||
|
||||
projectile.transform.up = bulletDir;
|
||||
projectile.GetComponent<Rigidbody2D>().AddForce(bulletDir * bulletPattern.Speed);
|
||||
projectile.GetComponent<Rigidbody>().AddForce(bulletDir * bulletPattern.Speed);
|
||||
|
||||
if (bulletPattern.Burst)
|
||||
yield return new WaitForSeconds(bulletPattern.BurstDelay);
|
||||
|
|
|
@ -0,0 +1,26 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class SliderKnob : MonoBehaviour
|
||||
{
|
||||
public event Action<SliderKnob> OnDrag;
|
||||
|
||||
private Vector3 screenPoint;
|
||||
private Vector3 offset;
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
|
||||
|
||||
offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
|
||||
}
|
||||
|
||||
void OnMouseDrag()
|
||||
{
|
||||
OnDrag?.Invoke(this);
|
||||
/* Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
|
||||
|
||||
Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
|
||||
transform.position = curPosition; */
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9998882d4b72010a9b0ca2d8bd35835e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -3,10 +3,11 @@
|
|||
--- !u!55 &1
|
||||
PhysicsManager:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 13
|
||||
serializedVersion: 14
|
||||
m_Gravity: {x: 0, y: -9.81, z: 0}
|
||||
m_DefaultMaterial: {fileID: 0}
|
||||
m_BounceThreshold: 2
|
||||
m_DefaultMaxDepenetrationVelocity: 10
|
||||
m_SleepThreshold: 0.005
|
||||
m_DefaultContactOffset: 0.01
|
||||
m_DefaultSolverIterations: 6
|
||||
|
@ -17,10 +18,11 @@ PhysicsManager:
|
|||
m_ClothInterCollisionDistance: 0.1
|
||||
m_ClothInterCollisionStiffness: 0.2
|
||||
m_ContactsGeneration: 1
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_AutoSimulation: 1
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_SimulationMode: 0
|
||||
m_AutoSyncTransforms: 0
|
||||
m_ReuseCollisionCallbacks: 1
|
||||
m_InvokeCollisionCallbacks: 1
|
||||
m_ClothInterCollisionSettingsToggle: 0
|
||||
m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
||||
m_ContactPairsMode: 0
|
||||
|
@ -32,5 +34,7 @@ PhysicsManager:
|
|||
m_FrictionType: 0
|
||||
m_EnableEnhancedDeterminism: 0
|
||||
m_EnableUnifiedHeightmaps: 1
|
||||
m_ImprovedPatchFriction: 0
|
||||
m_SolverType: 0
|
||||
m_DefaultMaxAngularSpeed: 50
|
||||
m_FastMotionThreshold: 3.4028235e+38
|
||||
|
|
|
@ -12,7 +12,7 @@ TagManager:
|
|||
-
|
||||
- Water
|
||||
- UI
|
||||
- PlacementSlots
|
||||
- Projectile
|
||||
-
|
||||
-
|
||||
-
|
||||
|
|
Loading…
Reference in New Issue