/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Cinemachine; using UniRx; using UnityEngine; using static Unity.Mathematics.math; using Unity.Mathematics; using UnityEngine.Serialization; using Object = UnityEngine.Object; using Random = UnityEngine.Random; public class SectorRenderer : MonoBehaviour { public Transform EffectManagerParent; public Transform FogCameraParent; public GameSettings Settings; public Transform ZoneRoot; public Transform SectorBrushes; public MeshRenderer SectorBoundaryBrush; public CinemachineVirtualCamera SceneCamera; public Camera[] FogCameras; public Camera[] MinimapCameras; public Material FogMaterial; public float FogFarFadeFraction = .125f; public float FarPlaneDistanceMultiplier = 2; public InstancedMesh[] AsteroidMeshes; public int AsteroidSpritesheetWidth = 4; public int AsteroidSpritesheetHeight = 4; public LODHandler LODHandler; [Header("Tour")] public bool Tour; public float TourSwitchTime = 5f; public float TourFollowDistance = 30f; public float TourHeightOffset = 15; public float TourFollowOffsetDegrees; // public Mesh[] AsteroidMeshes; // public Material AsteroidMaterial; [Header("Prefabs")] public MeshFilter AsteroidBeltUI; public PlanetObject Planet; public GasGiantObject GasGiant; public SunObject Sun; [Header("Icons")] public Texture2D PlanetoidIcon; public Texture2D PlanetIcon; [HideInInspector] public Dictionary EntityInstances = new Dictionary(); [HideInInspector] public Dictionary Planets = new Dictionary(); private Dictionary _beltObjects = new Dictionary(); private Dictionary _beltMeshes = new Dictionary(); private Dictionary _beltMatrices = new Dictionary(); private Dictionary _instantWeaponManagers = new Dictionary(); private Dictionary _constantWeaponManagers = new Dictionary(); private Zone _zone; private float _viewDistance; private float _maxDepth; private int _tourIndex = -1; private float _tourTimer; private List<(Transform, Transform)> _tourPlanets = new List<(Transform, Transform)>(); private CinemachineTransposer _transposer; private PlanetObject _root; private bool _rootFound; public ItemManager ItemManager { get; set; } public float Time { get; set; } public float ViewDistance { set { _viewDistance = value; foreach (var camera in FogCameras) camera.orthographicSize = value; SceneCamera.m_Lens.FarClipPlane = value * FarPlaneDistanceMultiplier; FogMaterial.SetFloat("_DepthCeiling", value); FogMaterial.SetFloat("_DepthBlend", FogFarFadeFraction * value); } } public float MinimapDistance { set { foreach(var camera in MinimapCameras) camera.orthographicSize = value; // MinimapGravityQuad.transform.localScale = value * 2 * Vector3.one; } } void Start() { ViewDistance = Settings.DefaultViewDistance; MinimapDistance = Settings.MinimapZoomLevels[Settings.DefaultMinimapZoom]; _tourTimer = TourSwitchTime; _transposer = SceneCamera.GetCinemachineComponent(); } public void LoadZone(Zone zone) { _maxDepth = 0; _zone = zone; SectorBrushes.localScale = zone.Data.Radius * 2 * Vector3.one; ClearZone(); foreach(var p in zone.Planets.Values) LoadPlanet(p); foreach (var x in Planets) { if (!(zone.Planets[x.Key] is GasGiantData)) { var parentOrbit = _zone.Orbits[_zone.Planets[x.Key].Orbit].Data.Parent; PlanetObject parent; if (parentOrbit == Guid.Empty) parent = _root; else { var parentPlanetData = _zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit); if(parentPlanetData == null) { parentOrbit = _zone.Orbits[parentOrbit].Data.Parent; parentPlanetData = _zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit); } if (parentPlanetData == null) parent = _root; else if (!Planets.TryGetValue(parentPlanetData.ID, out parent)) { Debug.Log("WTF!"); } } _tourPlanets.Add((x.Value.Body.transform, parent.Body.transform)); } } foreach(var entity in zone.Entities) LoadEntity(entity); zone.Entities.ObserveAdd().Subscribe(e => LoadEntity(e.Value)); zone.Entities.ObserveRemove().Subscribe(e => UnloadEntity(e.Value)); } public void ClearZone() { if (Planets.Count > 0) { foreach (var planet in Planets.Values) { DestroyImmediate(planet.gameObject); } Planets.Clear(); _beltMeshes.Clear(); _beltMatrices.Clear(); _tourPlanets.Clear(); } } void LoadEntity(Entity entity) { var hullData = ItemManager.GetData(entity.Hull) as HullData; EntityInstance instance; if (entity is Ship ship) { instance = new ShipInstance(); instance.Transform = Instantiate(UnityHelpers.LoadAsset(hullData.Prefab), ZoneRoot).transform; instance.Prefab = instance.Transform.GetComponent(); var shipInstance = (ShipInstance) instance; shipInstance.Particles = ship.GetBehaviors() .Select(x => { var effectData = (ThrusterData) x.Data; var particles = Instantiate(UnityHelpers.LoadAsset(effectData.ParticlesPrefab), shipInstance.Transform, false); var particlesShape = particles.shape; particlesShape.meshRenderer = shipInstance.Prefab.ThrusterHardpoints .FirstOrDefault(t => t.name == x.Entity.Hardpoints[x.Item.Position.x, x.Item.Position.y].Transform) ?.Emitter; return (x, particles, particles.emission.rateOverTimeMultiplier); }) .ToArray(); } else { instance = new EntityInstance(); instance.Transform = Instantiate(UnityHelpers.LoadAsset(hullData.Prefab), ZoneRoot).transform; instance.Prefab = instance.Transform.GetComponent(); } instance.Entity = entity; foreach (var item in entity.Equipment) { foreach (var behavior in item.Behaviors) { if (behavior is InstantWeapon instantWeapon) { var data = (InstantWeaponData) instantWeapon.Data; if (!_instantWeaponManagers.ContainsKey(data)) { var managerPrefab = UnityHelpers.LoadAsset(data.EffectPrefab); if(managerPrefab) { _instantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent)); } else Debug.LogError($"No InstantWeaponEffectManager prefab found at path {data.EffectPrefab}"); } instantWeapon.OnFire += () => _instantWeaponManagers[data].Fire(data, item, instance, entity.Target.Value != null ? EntityInstances[entity.Target.Value] : null); } if (behavior is ConstantWeapon constantWeapon) { var data = (ConstantWeaponData) constantWeapon.Data; if (!_constantWeaponManagers.ContainsKey(data)) { var managerPrefab = UnityHelpers.LoadAsset(data.EffectPrefab); if(managerPrefab) { _constantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent)); } else Debug.LogError($"No ConstantWeaponEffectManager prefab found at path {data.EffectPrefab}"); } constantWeapon.OnStartFiring += () => _constantWeaponManagers[data].StartFiring(data, item, instance, entity.Target.Value != null ? EntityInstances[entity.Target.Value] : null); constantWeapon.OnStopFiring += () => _constantWeaponManagers[data].StopFiring(item); } } } instance.RadiatorMeshes = new Dictionary(); instance.Barrels = new Dictionary(); instance.BarrelIndices = new Dictionary(); foreach (var hp in hullData.Hardpoints) { if (hp.Type == HardpointType.Radiator) { var mesh = instance.Prefab.RadiatorHardpoints.FirstOrDefault(x => x.name == hp.Transform); if (mesh) { instance.RadiatorMeshes.Add(hp, mesh.Mesh); } } if(hp.Type == HardpointType.Ballistic || hp.Type == HardpointType.Energy || hp.Type == HardpointType.Launcher) { var whp = instance.Prefab.WeaponHardpoints.FirstOrDefault(x => x.name == hp.Transform); if (whp) { instance.Barrels.Add(hp, whp.FiringPoint); instance.BarrelIndices.Add(hp, 0); } } } void DamageSchematic(float damage, float spread, Shape hitShape) { // Spread indicates proportion of penetrating damage which is divided among neighboring schematic cells var directDamage = damage * (1 - spread); // Search all cells occupied by target cells for equipped gear EquippedItem equippedGear = null; foreach (var hullCoord in hitShape.Coordinates) { if (entity.GearOccupancy[hullCoord.x, hullCoord.y] != null) { equippedGear = entity.GearOccupancy[hullCoord.x, hullCoord.y]; break; } } float remainder = 0; // Direct damage is divided between gear and thermal equipment (if present) if (equippedGear != null) { remainder = max(directDamage / 2 - equippedGear.EquippableItem.Durability, 0); equippedGear.EquippableItem.Durability = max(equippedGear.EquippableItem.Durability - directDamage / 2, 0); entity.ItemDamage.OnNext((equippedGear, directDamage / 2)); } else if (equippedGear != null) { remainder = max(directDamage - equippedGear.EquippableItem.Durability, 0); equippedGear.EquippableItem.Durability = max(equippedGear.EquippableItem.Durability - directDamage, 0); entity.ItemDamage.OnNext((equippedGear, directDamage)); } else remainder = directDamage; // Direct damage remaining after all items are destroyed damages the hull var hullDamage = remainder; // Spread damage is divided among components surrounding the hardpoint which has been hit var spreadDamage = damage * spread; if (spreadDamage > .01f) { // Find the cells surrounding the target cells var surroundingCells = hitShape.Expand(); // Exclude cells contained by the original shape or not within the ship interior foreach (var cell in surroundingCells.Coordinates.ToArray()) if (hitShape[cell] || !hullData.InteriorCells[cell]) surroundingCells[cell] = false; if (surroundingCells.Coordinates.Length > 0) { // Find all equipment occupying surrounding cells var surroundingEquipment = new List(); foreach (var hullCoord in surroundingCells.Coordinates) { if (entity.GearOccupancy[hullCoord.x, hullCoord.y] != null) surroundingEquipment.Add(entity.GearOccupancy[hullCoord.x, hullCoord.y]); } // Divide spread damage among all surrounding cells remainder = 0; foreach (var e in surroundingEquipment) { remainder += max(spreadDamage / surroundingCells.Coordinates.Length - e.EquippableItem.Durability, 0); e.EquippableItem.Durability = max(e.EquippableItem.Durability - spreadDamage / surroundingCells.Coordinates.Length, 0); entity.ItemDamage.OnNext((e, spreadDamage / surroundingCells.Coordinates.Length)); } // Remaining damage plus spread damage for empty cells is dealt to the hull hullDamage += remainder + spreadDamage / surroundingCells.Coordinates.Length * (surroundingCells.Coordinates.Length - surroundingEquipment.Count); } else hullDamage += spreadDamage; } if(hullDamage > .01f) { entity.Hull.Durability -= hullDamage; entity.HullDamage.OnNext(hullDamage); } } foreach (var collider in instance.Prefab.HullColliders) { collider.Hit.Subscribe(hit => { var hardpointIndex = (int) hit.Hit.textureCoord.x; // U coordinate between 0-1 indicates a hit that didn't land directly on a hardpoint if (hardpointIndex <= 0) { // Penetration indicates proportion of damage which passes through the hull armor var surfaceDamage = hit.Damage * (1 - hit.Penetration); // Find the 2D position of the hit relative to the entity's pivot point var hitPos3 = instance.Transform.InverseTransformPoint(hit.Hit.point); var hitDirection = normalize(float2(hitPos3.x, hitPos3.z)); // Search all schematic border cells for the cell which is closest to the hit position var hitCell = int2(-1); var maxDot = -1f; foreach (var v in hullData.Shape.Coordinates) { if (!hullData.InteriorCells[v]) { // Take the dot product of the vector from the center to each border cell, // and the vector from the center to the impact point var cellDot = dot(normalize(v - hullData.Shape.CenterOfMass), hitDirection); if (cellDot > maxDot) { maxDot = cellDot; hitCell = v; } } } // Extra damage remaining after depleting hull armor is added to penetrating damage var remainder = max(surfaceDamage - entity.Armor[hitCell.x,hitCell.y], 0); var penetratingDamage = remainder + hit.Damage * hit.Penetration; // Subtract surface damage from hull armor entity.Armor[hitCell.x,hitCell.y] = max(entity.Armor[hitCell.x,hitCell.y] - surfaceDamage, 0); entity.ArmorDamage.OnNext((hitCell, surfaceDamage)); // Find the local 2D vector corresponding to the direction of the incoming hit var localHitDirection = instance.Prefab.transform.InverseTransformDirection(hit.Direction); var penetrationVector = normalize(float2(localHitDirection.x, localHitDirection.z)); // March a ray through the ship from the hit position until we reach an item or pass all the way through var penetrationPoint = float2(hitCell); var penetrationCell = hitCell; while (hullData.Shape[penetrationCell] && entity.GearOccupancy[penetrationCell.x, penetrationCell.y] == null) { penetrationPoint += penetrationVector * .5f; penetrationCell = int2(penetrationPoint); } // If we have passed all the way through the ship without touching an item, just damage the hull if (!hullData.Shape[penetrationCell]) { entity.Hull.Durability -= penetratingDamage; entity.HullDamage.OnNext(penetratingDamage); } else { // Create a shape containing only the cell which the hit penetrated to var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height); hitShape[penetrationCell] = true; // Continue with the damage calculation, damaging the item and spreading some damage to the cells around it DamageSchematic(penetratingDamage, hit.Spread, hitShape); } } else { // Collider UV coordinates starting with 1 correspond to hardpoint index var hardpoint = hullData.Hardpoints[hardpointIndex - 1]; // Penetration indicates proportion of damage which passes directly to the item var surfaceDamage = hit.Damage * (1 - hit.Penetration); // Extra damage remaining after depleting hardpoint armor is added to penetrating damage var remainder = max(surfaceDamage - entity.HardpointArmor[hardpoint], 0); // Subtract surface damage from hardpoint armor entity.HardpointArmor[hardpoint] = max(entity.HardpointArmor[hardpoint] - surfaceDamage, 0); entity.HardpointDamage.OnNext((hardpoint, surfaceDamage)); var penetratingDamage = remainder + hit.Damage * hit.Penetration; // Obtain the hull coordinates of all cells occupied by the hardpoint var hardpointCells = hullData.Shape.Inset(hardpoint.Shape, hardpoint.Position); // Continue with the damage calculation, damaging the hardpoint and spreading some damage to the cells around it DamageSchematic(penetratingDamage, hit.Spread, hardpointCells); } }); } instance.LookAtPoint = new GameObject($"{entity.Name} Look Point").transform; foreach (var articulationPoint in instance.Prefab.ArticulationPoints) { articulationPoint.Target = instance.LookAtPoint; } EntityInstances.Add(entity, instance); } void UnloadEntity(Entity entity) { if (EntityInstances[entity].Prefab.DestroyEffect != null) { var t = Instantiate(EntityInstances[entity].Prefab.DestroyEffect).transform; t.position = EntityInstances[entity].Prefab.transform.position; } Destroy(EntityInstances[entity].Transform.gameObject); EntityInstances.Remove(entity); } void LoadPlanet(BodyData planetData) { if (planetData is AsteroidBeltData beltData) { var meshes = AsteroidMeshes.ToList(); while(meshes.Count > Settings.AsteroidMeshCount) meshes.RemoveAt(Random.Range(0,meshes.Count)); _beltMeshes[planetData.ID] = meshes.ToArray(); _beltMatrices[planetData.ID] = new Matrix4x4[meshes.Count][]; var count = beltData.Asteroids.Length / meshes.Count; var remainder = beltData.Asteroids.Length - count * meshes.Count; for (int i = 0; i < meshes.Count; i++) { _beltMatrices[planetData.ID][i] = new Matrix4x4[i(); var belt = new AsteroidBeltUI(_zone, _zone.AsteroidBelts[beltData.ID], beltObject, collider, AsteroidSpritesheetWidth, AsteroidSpritesheetHeight, Settings.MinimapAsteroidSize); _beltObjects[beltData.ID] = belt; } else { PlanetObject planet; if (planetData is GasGiantData gasGiantData) { if (planetData is SunData sunData) { planet = Instantiate(Sun, ZoneRoot); var sun = (SunObject) planet; sunData.LightColor.Subscribe(c => sun.Light.color = c.ToColor()); sunData.Mass.Subscribe(m => sun.Light.range = Settings.PlanetSettings.LightRadius.Evaluate(m)); sunData.FogTintColor.Subscribe(c => sun.FogTint.material.SetColor("_Color", c.ToColor())); sunData.Mass.Subscribe(m => sun.FogTint.transform.localScale = Settings.PlanetSettings.FogTintRadius.Evaluate(m) * Vector3.one); } else planet = Instantiate(GasGiant, ZoneRoot); var gas = (GasGiantObject) planet; var gasGiant = _zone.PlanetInstances[planetData.ID] as GasGiant; gasGiantData.Colors.Subscribe(c => gas.Body.material.SetTexture("_ColorRamp", c.ToGradient(!(planetData is SunData)).ToTexture())); gasGiantData.AlbedoRotationSpeed.Subscribe(f => gas.SunMaterial.AlbedoRotationSpeed = f); gasGiantData.FirstOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetRotationSpeed = f); gasGiantData.SecondOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetRotationSpeed = f); gasGiantData.FirstOffsetDomainRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetDomainRotationSpeed = f); gasGiantData.SecondOffsetDomainRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetDomainRotationSpeed = f); gasGiant.GravityWavesRadius.Subscribe(f => gas.GravityWaves.transform.localScale = f * Vector3.one); gasGiant.GravityWavesDepth.Subscribe(f => gas.GravityWaves.material.SetFloat("_Depth", f)); planetData.Mass.Subscribe(f => gas.GravityWaves.material.SetFloat("_Frequency", Settings.PlanetSettings.WaveFrequency.Evaluate(f))); //gas.WaveScroll.Speed = Properties.GravitySettings.WaveSpeed.Evaluate(f); } else { planet = Instantiate(Planet, ZoneRoot); var possibleSettings = Settings.BodySettingsCollections .Where(p => p.MinimumMass < planetData.Mass.Value) .MaxBy(p => p.MinimumMass).BodySettings; planet.Generator.body = possibleSettings[Random.Range(0, possibleSettings.Length)]; //Debug.Log($"Generating planet with {planetData.Mass} mass! Choosing {planet.Generator.body.name} settings!"); //planet.Icon.material.mainTexture = planetData.Mass > Context.GlobalData.PlanetMass ? PlanetIcon : PlanetoidIcon; } var planetInstance = _zone.PlanetInstances[planetData.ID]; planetInstance.BodyRadius.Subscribe(f => { planet.Body.transform.localScale = f * Vector3.one; }); planetInstance.GravityWellRadius.Subscribe(f => planet.GravityWell.transform.localScale = f * Vector3.one); planetInstance.GravityWellDepth.Subscribe(f => { if (f > _maxDepth) _maxDepth = f; planet.GravityWell.material.SetFloat("_Depth", f); planet.Icon.transform.position = new Vector3(0, -f, 0); }); planetInstance.BodyData.Mass.Subscribe(f => planet.Icon.transform.localScale = Settings.IconSize.Evaluate(f) * Vector3.one); Planets[planetData.ID] = planet; if (!_rootFound) { _rootFound = true; _root = planet; } } LODHandler.FindPlanets(); } // private void Update() // { // if (Tour) // { // _tourTimer -= UnityEngine.Time.deltaTime; // if (_tourTimer < 0) // { // _tourTimer = TourSwitchTime; // _tourIndex = (_tourIndex + 1) % _tourPlanets.Count; // SceneCamera.Follow = _tourPlanets[_tourIndex].Item1; // SceneCamera.LookAt = _tourPlanets[_tourIndex].Item2; // if(_tourIndex==0) Debug.Log("Tour Complete!"); // } // // if(_tourIndex>=0) // // { // // var offset = (SceneCamera.Follow.position - SceneCamera.LookAt.position); // // offset.y = 0; // // offset = offset.normalized * TourFollowDistance; // // offset.y = TourHeightOffset; // // offset = Quaternion.AngleAxis(TourFollowOffsetDegrees, Vector3.up) * offset; // // _transposer.m_FollowOffset = offset; // // } // } // } void Update() { foreach(var belt in _zone.AsteroidBelts) { var meshes = _beltMeshes[belt.Key]; var count = belt.Value.Positions.Length / meshes.Length; for (int i = 0; i < meshes.Length; i++) { for (int t = 0; t < _beltMatrices[belt.Key][i].Length; t++) { var tx = t + i * count; _beltMatrices[belt.Key][i][t] = Matrix4x4.TRS(belt.Value.Positions[tx], Quaternion.Euler( cos(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100, sin(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100, (float) tx / belt.Value.Positions.Length * 360), Vector3.one * belt.Value.Scales[tx]); } Graphics.DrawMeshInstanced(meshes[i].Mesh, 0, meshes[i].Material, _beltMatrices[belt.Key][i]); } _beltObjects[belt.Key].Update(belt.Value.Positions); } foreach (var planet in Planets) { var planetInstance = _zone.PlanetInstances[planet.Key]; var p = _zone.GetOrbitPosition(planetInstance.BodyData.Orbit); planet.Value.transform.position = new Vector3(p.x, 0, p.y); 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 * ((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); gasGiantObject.SunMaterial.LightingDirection = new Vector3(toParent.x, 0, toParent.y); } } else planet.Value.Body.transform.rotation *= Quaternion.AngleAxis(Settings.PlanetRotationSpeed, Vector3.up); } var hitList = new List(); foreach (var entity in EntityInstances) { if(entity.Key.Hull.Durability <= 0) { hitList.Add(entity.Key); continue; } if(entity.Value is ShipInstance shipInstance) { foreach (var (effect, system, baseEmission) in shipInstance.Particles) { var emissionModule = system.emission; var item = effect.Item.EquippableItem; var data = shipInstance.Entity.ItemManager.GetData(item); emissionModule.rateOverTimeMultiplier = baseEmission * effect.Axis * (item.Durability / data.Durability); } entity.Value.Transform.rotation = ((Ship) entity.Key).Rotation; } foreach (var x in entity.Value.RadiatorMeshes) { var temp = 0f; foreach (var v in x.Key.Shape.Coordinates) { var v2 = v + x.Key.Position; temp += entity.Key.Temperature[v2.x, v2.y]; } temp /= x.Key.Shape.Coordinates.Length; x.Value.material.SetFloat("_Emission", Settings.GameplaySettings.TemperatureEmissionCurve.Evaluate(temp)); } foreach (var x in entity.Value.Barrels) { entity.Key.HardpointTransforms[x.Key] = (x.Value[0].position, x.Value[0].forward); } if (entity.Key.Target.Value != null && !EntityInstances.ContainsKey(entity.Key.Target.Value)) entity.Key.Target.Value = null; entity.Value.LookAtPoint.position = entity.Value.Transform.position + (Vector3) entity.Key.LookDirection * (entity.Key.Target.Value != null ? max((EntityInstances[entity.Key.Target.Value].Transform.position - entity.Value.Transform.position).magnitude,Settings.GameplaySettings.ConvergenceMinimumDistance) : 10000); entity.Value.Transform.position = entity.Key.Position; } foreach(var e in hitList) { _zone.Entities.Remove(e); } var fogPos = FogCameraParent.position; SectorBoundaryBrush.material.SetFloat("_Power", Settings.PlanetSettings.ZoneDepthExponent); SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog); var startDepth = Zone.PowerPulse(Settings.MinimapZoneGravityRange, Settings.PlanetSettings.ZoneDepthExponent) * Settings.PlanetSettings.ZoneDepth; var depthRange = Settings.PlanetSettings.ZoneDepth - startDepth + _maxDepth; // MinimapGravityQuad.material.SetFloat("_StartDepth", startDepth); // MinimapGravityQuad.material.SetFloat("_DepthRange", depthRange); FogMaterial.SetFloat("_GridOffset", Settings.PlanetSettings.ZoneBoundaryFog); FogMaterial.SetVector("_GridTransform", new Vector4(fogPos.x,fogPos.z,_viewDistance*2)); // var gravPos = MinimapGravityQuad.transform.position; // gravPos.y = -Settings.PlanetSettings.ZoneDepth - _maxDepth; // MinimapGravityQuad.transform.position = gravPos; // MinimapTintQuad.transform.position = gravPos - Vector3.up*10; } } public class EntityInstance { public Entity Entity; public Transform Transform; public EntityPrefab Prefab; public Dictionary Barrels; public Dictionary BarrelIndices; public Dictionary RadiatorMeshes; public Transform LookAtPoint; public Transform GetBarrel(HardpointData hardpoint) { if (Barrels.ContainsKey(hardpoint)) { var barrel = Barrels[hardpoint][BarrelIndices[hardpoint]]; BarrelIndices[hardpoint] = (BarrelIndices[hardpoint] + 1) % Barrels[hardpoint].Length; return barrel; } return Transform; } } public class ShipInstance : EntityInstance { public (Thruster effect, ParticleSystem system, float baseEmission)[] Particles; } [Serializable] public class InstancedMesh { public Mesh Mesh; public Material Material; } public class AsteroidBeltUI { private MeshFilter _filter; private MeshCollider _collider; private Vector3[] _vertices; private Vector3[] _normals; private Vector2[] _uvs; private int[] _indices; private Guid _orbitParent; private Mesh _mesh; private float _size; private Zone _zone; private AsteroidBelt _belt; private float _scale; public AsteroidBeltUI(Zone zone, AsteroidBelt belt, MeshFilter meshFilter, MeshCollider collider, int spritesheetWidth, int spritesheetHeight, float scale) { _belt = belt; _zone = zone; _filter = meshFilter; _collider = collider; var orbit = zone.Orbits[belt.Data.Orbit]; _orbitParent = orbit.Data.Parent; _vertices = new Vector3[_belt.Data.Asteroids.Length*4]; _normals = new Vector3[_belt.Data.Asteroids.Length*4]; _uvs = new Vector2[_belt.Data.Asteroids.Length*4]; _indices = new int[_belt.Data.Asteroids.Length*6]; _scale = scale; var maxDist = 0f; var spriteSize = float2(1f / spritesheetWidth, 1f / spritesheetHeight); // vertex order: bottom left, top left, top right, bottom right for (var i = 0; i < belt.Data.Asteroids.Length; i++) { if (belt.Data.Asteroids[i].Distance > maxDist) maxDist = belt.Data.Asteroids[i].Distance; var spriteX = Random.Range(0, spritesheetWidth); var spriteY = Random.Range(0, spritesheetHeight); _uvs[i * 4] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y); _uvs[i * 4 + 1] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y + spriteSize.y); _uvs[i * 4 + 2] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y + spriteSize.y); _uvs[i * 4 + 3] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y); _indices[i * 6] = i * 4; _indices[i * 6 + 1] = i * 4 + 1; _indices[i * 6 + 2] = i * 4 + 3; _indices[i * 6 + 3] = i * 4 + 3; _indices[i * 6 + 4] = i * 4 + 1; _indices[i * 6 + 5] = i * 4 + 2; } for (var i = 0; i < _normals.Length; i++) { _normals[i] = -Vector3.forward; } _mesh = new Mesh(); _mesh.vertices = _vertices; _mesh.uv = _uvs; _mesh.triangles = _indices; _mesh.normals = _normals; _mesh.bounds = new Bounds(Vector3.zero, Vector3.one * maxDist); _size = maxDist; _filter.mesh = _mesh; //_collider.sharedMesh = _mesh; } public void Update(float3[] positions) { var parentPosition = _zone.GetOrbitPosition(_orbitParent); for (var i = 0; i < _belt.Data.Asteroids.Length; i++) { var rotation = Quaternion.Euler(90, _belt.Rotations[i], 0); //var position = new Vector3(_belt.Transforms[i].x, _zone.GetHeight(parentPosition), _belt.Transforms[i].y); _vertices[i * 4] = rotation * new Vector3(-_belt.Scales[i] * _scale,-_belt.Scales[i] * _scale,0) + (Vector3) positions[i]; _vertices[i * 4 + 1] = rotation * new Vector3(-_belt.Scales[i] * _scale,_belt.Scales[i] * _scale,0) + (Vector3) positions[i]; _vertices[i * 4 + 2] = rotation * new Vector3(_belt.Scales[i] * _scale,_belt.Scales[i] * _scale,0) + (Vector3) positions[i]; _vertices[i * 4 + 3] = rotation * new Vector3(_belt.Scales[i] * _scale,-_belt.Scales[i] * _scale,0) + (Vector3) positions[i]; } _mesh.bounds = new Bounds(new Vector3(parentPosition.x, 0, parentPosition.y), Vector3.one * (_size * 2)); _mesh.vertices = _vertices; //_collider.sharedMesh = _mesh; } }