First Flight Polish

FIX: Gravity waves weren't lining up properly between the GPU and CPU implementations
Inventory menu wasn't highlighting rotated items correctly
This commit is contained in:
Reinier Vens 2020-12-22 21:32:37 +00:00
commit 1df7f1bc67
15 changed files with 500 additions and 78 deletions

View file

@ -29,6 +29,7 @@
<Path>.idea</Path>
<Path>Asset Sources</Path>
<Path>Build</Path>
<Path>Builds</Path>
<Path>Economy.Server</Path>
<Path>Economy.Shared</Path>
<Path>GameData</Path>

View file

@ -23,6 +23,7 @@ public class InventoryMenu : MonoBehaviour
private int2 _selectedPosition;
private InventoryPanel _selectedPanel;
private ItemInstance _selectedItem;
private ItemData _selectedItemData;
private ItemInstance _dragItem;
@ -222,7 +223,7 @@ public class InventoryMenu : MonoBehaviour
{
foreach (var v in _selectedItemData.Shape.Coordinates)
{
var v2 = v + _selectedPosition;
var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition;
_selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2);
}
}
@ -232,10 +233,11 @@ public class InventoryMenu : MonoBehaviour
PropertiesPanel.AddItemProperties(item);
_selectedPanel = panel;
_selectedPosition = cargoEvent.CargoBay.Cargo[item];
_selectedItem = item;
_selectedItemData = GameManager.ItemManager.GetData(item);
foreach (var v in _selectedItemData.Shape.Coordinates)
{
var v2 = _selectedItemData.Shape.Rotate(v, item.Rotation) + _selectedPosition;
var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition;
_selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2, true);
}
}
@ -249,17 +251,18 @@ public class InventoryMenu : MonoBehaviour
{
foreach (var v in _selectedItemData.Shape.Coordinates)
{
var v2 = v + _selectedItemData.Shape.Rotate(_selectedPosition, item.EquippableItem.Rotation);
var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition;
_selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2);
}
}
PropertiesPanel.Inspect(entityEvent.Entity, item);
_selectedPanel = panel;
_selectedPosition = item.Position;
_selectedItem = item.EquippableItem;
_selectedItemData = GameManager.ItemManager.GetData(item.EquippableItem);
foreach (var v in _selectedItemData.Shape.Coordinates)
{
var v2 = v + _selectedPosition;
var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition;
_selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2, true);
}
}

View file

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View file

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View file

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View file

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View file

@ -176,12 +176,12 @@ public class SectorRenderer : MonoBehaviour
{
var shipInstance = new ShipInstance();
shipInstance.Ship = ship;
shipInstance.Transform = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab)).transform;
shipInstance.Transform = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).transform;
shipInstance.Thrusters = ship.GetBehaviors<Thruster>().ToArray();
shipInstance.ThrusterParticles = shipInstance.Thrusters
.Select(x =>
{
var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(((ThrusterData) x.Data).ParticlesPrefab));
var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(((ThrusterData) x.Data).ParticlesPrefab), shipInstance.Transform, false);
var particlesShape = particles.shape;
particlesShape.meshRenderer = shipInstance.Transform.Find(x.Entity.Hardpoints[x.Item.Position.x, x.Item.Position.y].Transform)
.GetComponent<MeshRenderer>();
@ -359,7 +359,7 @@ public class SectorRenderer : MonoBehaviour
planet.Value.Body.transform.localPosition = new Vector3(0, _zone.GetHeight(p) + planetInstance.BodyRadius.Value * 2, 0);
if(planet.Value is GasGiantObject gasGiantObject)
{
gasGiantObject.GravityWaves.material.SetFloat("_Phase", Time * Settings.PlanetSettings.WaveSpeed.Evaluate(planetInstance.BodyData.Mass.Value));
gasGiantObject.GravityWaves.material.SetFloat("_Phase", Time * ((GasGiant) _zone.PlanetInstances[planet.Key]).GravityWavesSpeed.Value);
if(!(planet.Value is SunObject))
{
var toParent = normalize(_zone.GetOrbitPosition(_zone.Orbits[planetInstance.BodyData.Orbit].Data.Parent) - p);
@ -375,6 +375,8 @@ public class SectorRenderer : MonoBehaviour
var h = _zone.GetHeight(ship.Key.Position);
ship.Value.Transform.position = new Vector3(ship.Key.Position.x,h + hullData.GridOffset,ship.Key.Position.y);
var normal = _zone.GetNormal(ship.Key.Position);
var f = new float2(normal.x, normal.z);
ship.Key.Velocity += f * Settings.PlanetSettings.GravityStrength;// * lengthsq(f);
//Debug.Log($"Normal: {normal}");
var shipRight = ship.Key.Direction.Rotate(ItemRotation.Clockwise);
var forward = Vector3.Cross(new Vector3(shipRight.x,0,shipRight.y), normal);

View file

@ -272,23 +272,23 @@ public class Zone
foreach (var body in PlanetInstances.Values)
{
var p = (position - body.Orbit.Position); //GetOrbitPosition(body.BodyData.Orbit)
var dist = lengthsq(p);
var distSqr = lengthsq(p);
var gravityRadius = body.GravityWellRadius.Value;
if (dist < gravityRadius*gravityRadius)
if (distSqr < gravityRadius*gravityRadius)
{
var depth = body.GravityWellDepth.Value;
result -= PowerPulse(sqrt(dist) / gravityRadius, body.BodyData.GravityDepthExponent.Value) * depth;
result -= PowerPulse(sqrt(distSqr) / gravityRadius, body.BodyData.GravityDepthExponent.Value) * depth;
}
if (body is GasGiant gas)
{
var waveRadius = gas.GravityWavesRadius.Value;
if(dist < waveRadius*waveRadius)
if(distSqr < waveRadius*waveRadius)
{
var depth = gas.GravityWavesDepth.Value;
var frequency = _settings.WaveFrequency.Evaluate(body.BodyData.Mass.Value);
var speed = _settings.WaveSpeed.Evaluate(body.BodyData.Mass.Value);
result -= RadialWaves(sqrt(dist) / waveRadius, 8, 1.5f, frequency, _time * speed) * depth;
var speed = gas.GravityWavesSpeed.Value;
result -= RadialWaves(sqrt(distSqr) / waveRadius, 8, 1.25f, frequency, _time * speed) * depth;
}
}
}
@ -312,8 +312,8 @@ public class Zone
public static float RadialWaves(float x, float maskExponent, float sineExponent, float frequency, float phase)
{
x *= 2;
return PowerPulse(x, maskExponent) * cos(pow(x, sineExponent) * frequency + phase);
//x *= 2;
return PowerPulse(x, maskExponent) * cos(pow(x*2, sineExponent) * frequency + phase);
}
public float3 GetNormal(float2 pos, float step = .1f, float mul = 1)

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