Combat & Visibility & Collisions
Converted entity materials to new fade shader Implemented visibility system Refactored per-instance entity code to run inside monobehavior on entity instances Created state machine AI for enemy ships with basic patrol and combat routines Removed legacy AI code (controller item behaviors) Added automatic trigger group assignment for matched weapons Created ship collision system Created shield VFX and colliders
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204 changed files with 8182 additions and 1919 deletions
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@ -4,6 +4,10 @@
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using System;
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using UnityEngine;
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using Unity.Mathematics;
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using UnityEngine.Experimental.Rendering;
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using static Unity.Mathematics.math;
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using static Unity.Mathematics.noise;
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/// <summary>
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/// Drives the volume render.
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@ -12,13 +16,58 @@ using UnityEngine;
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[RequireComponent( typeof( Camera ) ), ImageEffectAllowedInSceneView]
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public class VolumeSampling : MonoBehaviour
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{
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// public int Octaves = 4;
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// public float Frequency = 1;
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// public float Lacunarity = 2;
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// public float Gain = .5f;
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// public int NoiseTextureCount = 16;
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// public int NoiseTextureSize = 32;
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public Material _volMaterial;
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public Transform GridTransform;
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private Camera _camera;
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// private Texture3D[] _noiseTextures;
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// private int _currentNoiseTexture;
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private void Start()
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{
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_camera = GetComponent<Camera>();
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// _noiseTextures = new Texture3D[NoiseTextureCount];
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// var samples = new Color[NoiseTextureSize * NoiseTextureSize * NoiseTextureSize];
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// for (int i = 0; i < NoiseTextureCount; i++)
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// {
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// var iv = (float) i / NoiseTextureCount;
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// var tex = new Texture3D(NoiseTextureSize,NoiseTextureSize,NoiseTextureSize, GraphicsFormat.R8_UNorm, TextureCreationFlags.None);
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// tex.filterMode = FilterMode.Bilinear;
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// for (int z = 0; z < NoiseTextureSize; z++)
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// {
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// var zf = (float) z / NoiseTextureSize;
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// int zOffset = z * NoiseTextureSize * NoiseTextureSize;
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// for (int y = 0; y < NoiseTextureSize; y++)
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// {
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// var yf = (float) y / NoiseTextureSize;
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// int yOffset = y * NoiseTextureSize;
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// for (int x = 0; x < NoiseTextureSize; x++)
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// {
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// var xf = (float) x / NoiseTextureSize;
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// var index = x + yOffset + zOffset;
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// float freq = Frequency, amp = 1;
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// float sum = 0;
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// var p = float4(xf, yf, zf, iv);
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// for(int o = 0; o < Octaves; o++)
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// {
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// sum += (pnoise(p * freq, 1 / freq) + 1) / 2 * amp;
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// freq *= Lacunarity;
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// amp *= Gain;
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// }
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//
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// samples[index] = Color.white * sum;
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// }
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// }
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// }
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// tex.SetPixels(samples);
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// tex.Apply();
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// _noiseTextures[i] = tex;
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// }
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}
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[ImageEffectOpaque]
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@ -30,6 +79,10 @@ public class VolumeSampling : MonoBehaviour
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Graphics.Blit(source, destination);
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return;
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}
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// _currentNoiseTexture = (_currentNoiseTexture + 1) % NoiseTextureCount;
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//
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// _volMaterial.SetTexture("_NoiseTex", _noiseTextures[_currentNoiseTexture]);
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// Shader needs this matrix to generate world space rays
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_volMaterial.SetMatrix("_CamProj", (_camera.projectionMatrix * _camera.worldToCameraMatrix).inverse);
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