Sector Map: Areas of Influence

Added elements to the sector map that visualizes each corporation's territorial influence
This commit is contained in:
Reinier Vens 2021-03-12 08:11:55 +00:00
commit fbfb8be54d
15 changed files with 997 additions and 44 deletions

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View file

@ -6,6 +6,7 @@ using UnityEngine.UI;
public class LegendElement : MonoBehaviour
{
public Image Icon;
public Image Primary;
public Image Secondary;
public TextMeshProUGUI Label;
}

View file

@ -13,6 +13,8 @@ using float2 = Unity.Mathematics.float2;
public class SectorMap : MonoBehaviour
{
public Camera InfluenceCamera;
public Prototype InfluenceRendererPrototype;
public MeshRenderer SectorRenderer;
public SectorGenerationSettings Settings;
public Prototype ZonePrototype;
@ -28,7 +30,9 @@ public class SectorMap : MonoBehaviour
public int ZoneCount = 64;
public float LinkDensity = .5f;
public float LabelDistance = .4f;
// Start is called before the first frame update
private RenderTexture[] _influenceTextures;
void Start()
{
var filePath = new DirectoryInfo(Application.dataPath).Parent.CreateSubdirectory("GameData");
@ -43,7 +47,8 @@ public class SectorMap : MonoBehaviour
{
mega.NameGenerator = new MarkovNameGenerator(ref random, UnityHelpers.LoadAsset<TextAsset>(mega.GeonameFile).text, Settings);
var legendElement = LegendPrototype.Instantiate<LegendElement>();
legendElement.Icon.color = mega.PrimaryColor.ToColor();
legendElement.Primary.color = mega.PrimaryColor.ToColor();
legendElement.Secondary.color = mega.SecondaryColor.ToColor();
legendElement.Label.text = mega.ShortName;
}
@ -51,9 +56,11 @@ public class SectorMap : MonoBehaviour
var sector = SectorGenerator.GenerateSector(Settings, sectorMegas, ref random);
var visitedZones = new HashSet<SectorZone>();
Debug.Log($"Found {sector.Zones.Count(z=>!z.AdjacentZones.Any())} orphaned zones!");
var zoneInstances = new Dictionary<SectorZone, SectorZoneUI>();
foreach (var zone in sector.Zones)
{
var zoneInstance = ZonePrototype.Instantiate<SectorZoneUI>();
zoneInstances[zone] = zoneInstance;
var zoneInstanceTransform = zoneInstance.transform;
zoneInstanceTransform.localPosition = new Vector3(zone.Position.x, zone.Position.y);
if(zone.Owner != null)
@ -110,18 +117,6 @@ public class SectorMap : MonoBehaviour
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
var bossMega = sector.BossZones.Keys.FirstOrDefault(m => sector.BossZones[m] == zone);
if (bossMega != null)
{
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
iconInstance.material.mainTexture = BossIcon;
iconInstance.material.SetColor("_TintColor", bossMega.PrimaryColor.ToColor());
var iconTransform = iconInstance.transform;
iconTransform.SetParent(zoneInstanceTransform);
iconTransform.localScale = Vector3.one;
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
var homeMega = sector.HomeZones.Keys.FirstOrDefault(m => sector.HomeZones[m] == zone);
if (homeMega != null)
{
@ -133,6 +128,52 @@ public class SectorMap : MonoBehaviour
iconTransform.localScale = Vector3.one;
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
var bossMega = sector.BossZones.Keys.FirstOrDefault(m => sector.BossZones[m] == zone);
if (bossMega != null)
{
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
iconInstance.material.mainTexture = BossIcon;
iconInstance.material.SetColor("_TintColor", bossMega.PrimaryColor.ToColor());
var iconTransform = iconInstance.transform;
iconTransform.SetParent(zoneInstanceTransform);
iconTransform.localScale = Vector3.one;
if(homeMega != null)
iconTransform.localPosition = new Vector3(linkDirection.x * IconDistance, linkDirection.y * IconDistance);
else iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
}
// Render Influence Textures
_influenceTextures = new RenderTexture[sectorMegas.Length];
for (var i = 0; i < sectorMegas.Length; i++)
{
_influenceTextures[i] = new RenderTexture(1024, 1024, 1, RenderTextureFormat.RHalf);
var influenceRenderer = InfluenceRendererPrototype.Instantiate<MeshRenderer>();
foreach (var zone in sector.Zones)
{
var instance = zoneInstances[zone];
var influence = 0f;
if (zone.Megas.Length > 0)
{
if (zone.Megas.Contains(sectorMegas[i]))
{
influence = 10;
if (zone.Owner != sectorMegas[i])
influence *= .5f;
}
else influence = -10;
}
instance.Influence.material.SetFloat("_Depth", influence);
}
InfluenceCamera.targetTexture = _influenceTextures[i];
InfluenceCamera.Render();
influenceRenderer.material.mainTexture = _influenceTextures[i];
influenceRenderer.material.SetColor("_Color1", sectorMegas[i].PrimaryColor.ToColor());
influenceRenderer.material.SetColor("_Color2", sectorMegas[i].SecondaryColor.ToColor());
influenceRenderer.material.SetFloat("_FillTilt", random.NextFloat(PI));
}
}

View file

@ -7,5 +7,6 @@ using UnityEngine.UI;
public class SectorZoneUI : MonoBehaviour
{
public MeshRenderer Background;
public MeshRenderer Influence;
public TextMeshPro Label;
}

View file

@ -0,0 +1,113 @@
Shader "Aetheria/Influence"
{
Properties
{
_MainTex ("Influence Map", 2D) = "white" {}
_Color1 ("Primary Color", Color) = (1,1,1,1)
_Color2 ("Secondary Color", Color) = (1,1,1,1)
_Threshold("Border Threshold", Float) = 0.05
_FillTiling("Fill Tiling", Float) = 50
_FillBorderBlend("Fill Border Blend", Float) = .05
_FillBlend("Fill Blend", Float) = .05
_PatternBlend("Pattern Blend", Float) = .05
_PatternOffset("Pattern Offset", Float) = .05
_FillAlpha("Fill Alpha", Float) = .5
_FillTilt("Fill Tilt", Range(0,3.14)) = 1
_Stroke("Stroke Weight", Float) = 2
_StrokeBlend("Stroke Blend", Float) = .05
_StrokeTransitionBlend("Stroke Transition Blend", Float) = .05
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Cull Off Lighting Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
fixed4 _Color1;
fixed4 _Color2;
half _FillTiling;
half _FillBlend;
half _FillBorderBlend;
half _FillAlpha;
half _FillTilt;
half _PatternBlend;
half _PatternOffset;
half _Threshold;
half _Stroke;
half _StrokeBlend;
half _StrokeTransitionBlend;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float2 calcGrad (float2 uv, float me)
{
float n = -tex2D(_MainTex, float2(uv.x, uv.y + _MainTex_TexelSize.y)).x;
float e = -tex2D(_MainTex, float2(uv.x + _MainTex_TexelSize.x, uv.y)).x;
return float2(e-me,n-me);
}
fixed4 frag (v2f i) : SV_Target
{
// Sample influence texture
float influence = tex2D(_MainTex, i.uv).r;
// Calculate gradient and rate of change of influence
//float2 grad = calcGrad(i.uv, influence);
//float diff = length(grad);
float2 grad = float2(ddx(influence), ddy(influence));
float diff = length(grad);
// Tilt determines the vector along which we measure the uv coordinate
float2 patternDirection = float2(sin(_FillTilt), cos(_FillTilt));
// Repeat a sine wave along the pattern direction and smoothstep it to interpolate between the two pattern colors
fixed4 pattern = lerp(_Color1, _Color2, smoothstep(-_PatternBlend, _PatternBlend, _PatternOffset + sin(dot(patternDirection, i.uv * _FillTiling))));
float4 col = pattern *
smoothstep(_Threshold, _Threshold + _FillBorderBlend, influence) *
smoothstep(_Threshold + _FillBlend, _Threshold, influence) *
_FillAlpha;
// Draw a line at the threshold
float isoline = abs(influence - _Threshold) / diff;
col = smoothstep(0,_Threshold, influence) *
lerp(col,
lerp(_Color1, _Color2, smoothstep(_StrokeTransitionBlend*diff, -_StrokeTransitionBlend*diff, influence - _Threshold)),
smoothstep(_Stroke * (1 + _StrokeBlend), _Stroke, isoline));
return col;
}
ENDCG
}
}
}

View file

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BIN
ProjectSettings/TagManager.asset (Stored with Git LFS)

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