using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; using Unity.Mathematics; using static Unity.Mathematics.math; using float2 = Unity.Mathematics.float2; public class SectorRenderer : MonoBehaviour, IBeginDragHandler, IDragHandler, IScrollHandler { public Canvas Canvas; public SectorMap Map; public ActionGameManager GameManager; public Camera MainCamera; public Camera SectorCamera; public MeshRenderer SectorBackgroundRenderer; public float ZoomSpeed; public float MinViewSize = .1f; public float MaxViewSize = 2; public Button PathAnimationButton; public float PathAnimationDamping; public float PathAnimationDuration; public float PathAnimationDurationPadding = 1.1f; public GameObject LegendPanel; public float LinkAnimationDuration; public float IconAnimationDuration; private float2 _startMousePosition; private float2 _startMapPosition; private Transform _sectorBackgroundTransform; private Transform _sectorCameraTransform; private Image _outputImage; private RenderTexture _outputTexture; private Vector3[] _imageCorners = new Vector3[4]; private int2 _size; private bool _init; private float _aspectRatio; private float _sectorBackgroundDepth; private float _sectorCameraDepth; private float2 _position = float2(0.5f); private float _viewSize = .5f; void Start() { _outputImage = GetComponent(); _sectorBackgroundTransform = SectorBackgroundRenderer.transform; _sectorBackgroundDepth = _sectorBackgroundTransform.position.z; _sectorCameraTransform = SectorCamera.transform; _sectorCameraDepth = _sectorCameraTransform.position.z; PathAnimationButton.onClick.AddListener(() => { Map.StartCoroutine(AnimatePath()); }); } private IEnumerator AnimatePath() { var pathZones = ActionGameManager.CurrentSector.ExitPath; LegendPanel.SetActive(false); PathAnimationButton.gameObject.SetActive(false); foreach (var zones in ActionGameManager.CurrentSector.Zones .GroupBy(z=>z.Distance[ActionGameManager.CurrentSector.Entrance]) .OrderBy(g=>g.Key)) { Map.QueueZoneReveal(zones); } var revealCount = ActionGameManager.CurrentSector.Entrance.Distance[ActionGameManager.CurrentSector.Exit]; Map.StartReveal( PathAnimationDuration / revealCount * (LinkAnimationDuration / (IconAnimationDuration + LinkAnimationDuration)), PathAnimationDuration / revealCount * (IconAnimationDuration / (IconAnimationDuration + LinkAnimationDuration))); MainCamera.enabled = false; SectorCamera.targetTexture = null; Canvas.gameObject.SetActive(false); SectorCamera.gameObject.SetActive(true); var pathAnimationLerp = 0f; while (pathAnimationLerp < 1) { var currentTargetZone = pathZones[(int) (pathZones.Length * pathAnimationLerp)]; _position = lerp(_position, currentTargetZone.Position, PathAnimationDamping); pathAnimationLerp += Time.deltaTime / (PathAnimationDuration * PathAnimationDurationPadding); UpdateCamera(); yield return null; } LegendPanel.SetActive(true); PathAnimationButton.gameObject.SetActive(true); } private void OnEnable() { _init = true; SectorCamera.gameObject.SetActive(true); _position = GameManager.Zone.SectorZone.Position; _viewSize = .25f; Map.StartReveal(LinkAnimationDuration, IconAnimationDuration); } private void OnDisable() { if (_outputTexture != null) { _outputTexture.Release(); _outputTexture = null; } SectorCamera.gameObject.SetActive(false); } void LateUpdate() { var size = int2(Screen.width, Screen.height); if (_init || size.x != _size.x || size.y != _size.y) { _aspectRatio = (float) size.x / size.y; _size = size; if (_outputTexture != null) { _outputTexture.Release(); } _outputTexture = new RenderTexture(_size.x, _size.y, 0, RenderTextureFormat.Default); SectorCamera.targetTexture = _outputTexture; _outputImage.material.SetTexture("_DetailTex", _outputTexture); } UpdateCamera(); } void UpdateCamera() { var halfSize = _viewSize / 2; var bounds = float4( _position.x - _aspectRatio * halfSize, _position.y - halfSize, _position.x + _aspectRatio * halfSize, _position.y + halfSize); _sectorBackgroundTransform.position = new Vector3(_position.x, _position.y, _sectorBackgroundDepth); _sectorBackgroundTransform.localScale = new Vector3(_aspectRatio * _viewSize, _viewSize); _sectorCameraTransform.position = new Vector3(_position.x, _position.y, _sectorCameraDepth); SectorCamera.orthographicSize = halfSize; SectorBackgroundRenderer.material.SetVector("Extents", bounds); } public void OnBeginDrag(PointerEventData eventData) { _startMousePosition = eventData.position; _startMapPosition = _position; } public void OnDrag(PointerEventData eventData) { _position = _startMapPosition - ((float2)eventData.position - _startMousePosition) / _size.y * _viewSize; } public void OnScroll(PointerEventData eventData) { var mapCenter = float2((float)Screen.width / 2, (float)Screen.height / 2); var oldPointerPosition = _position + ((float2)eventData.position - mapCenter) / Screen.height * _viewSize; _viewSize = clamp(_viewSize * (1 - eventData.scrollDelta.y * ZoomSpeed), MinViewSize, MaxViewSize); var pointerPosition = _position + ((float2)eventData.position - mapCenter) / Screen.height * _viewSize; _position += oldPointerPosition - pointerPosition; } }