Removed universal GameContext references Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager GlobalData is gone, relevant settings are distributed amongst specialized settings classes Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks Controller subtypes are now generic classes, class argument is task type Inventory is now a 2D grid instead of a list Entity temperature is now a 2D grid instead of a number Item sizes are now arbitrary shapes instead of a number Hardpoints are now arbitrary shapes instead Equipped items have their own temperatures Map view now displays sunlight colors Integrated Allegorithmic Substance Plugin Imported Djinni ship and assigned Substance materials Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
414 lines
No EOL
18 KiB
C#
414 lines
No EOL
18 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cinemachine;
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using UniRx;
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using UnityEngine;
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using static Unity.Mathematics.math;
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using Unity.Mathematics;
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using UnityEngine.Serialization;
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using Random = UnityEngine.Random;
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public class SectorRenderer : MonoBehaviour
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{
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public Transform FogCameraParent;
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public GameSettings Settings;
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public Transform ZoneRoot;
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public Transform SectorBrushes;
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public MeshRenderer SectorBoundaryBrush;
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public MeshRenderer MinimapGravityQuad;
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public MeshRenderer MinimapTintQuad;
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public CinemachineVirtualCamera SceneCamera;
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public Camera[] FogCameras;
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public Camera[] MinimapCameras;
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public Material FogMaterial;
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public float FogFarFadeFraction = .125f;
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public float FarPlaneDistanceMultiplier = 2;
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public InstancedMesh[] AsteroidMeshes;
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public int AsteroidSpritesheetWidth = 4;
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public int AsteroidSpritesheetHeight = 4;
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public LODHandler LODHandler;
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public bool Tour;
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public float TourSwitchTime = 5f;
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public float TourFollowDistance = 30f;
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public float TourHeightOffset = 15;
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public float TourFollowOffsetDegrees;
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// public Mesh[] AsteroidMeshes;
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// public Material AsteroidMaterial;
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[Header("Prefabs")]
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public MeshFilter AsteroidBeltUI;
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public PlanetObject Planet;
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public GasGiantObject GasGiant;
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public SunObject Sun;
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[Header("Icons")]
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public Texture2D PlanetoidIcon;
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public Texture2D PlanetIcon;
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private Dictionary<Guid, AsteroidBeltUI> _beltObjects = new Dictionary<Guid, AsteroidBeltUI>();
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private Dictionary<Guid, PlanetObject> _planets = new Dictionary<Guid, PlanetObject>();
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private Dictionary<Guid, InstancedMesh[]> _beltMeshes = new Dictionary<Guid, InstancedMesh[]>();
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private Dictionary<Guid, Matrix4x4[][]> _beltMatrices = new Dictionary<Guid, Matrix4x4[][]>();
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private Dictionary<Guid, float3[]> _beltAsteroidPositions = new Dictionary<Guid, float3[]>();
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private Zone _zone;
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private float _viewDistance;
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private float _maxDepth;
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private int _tourIndex = -1;
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private float _tourTimer;
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private List<(Transform, Transform)> _tourPlanets = new List<(Transform, Transform)>();
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private CinemachineTransposer _transposer;
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private PlanetObject _root;
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private bool _rootFound;
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public float Time { get; set; }
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public float ViewDistance
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{
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set
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{
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_viewDistance = value;
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foreach (var camera in FogCameras)
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camera.orthographicSize = value;
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SceneCamera.m_Lens.FarClipPlane = value * FarPlaneDistanceMultiplier;
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FogMaterial.SetFloat("_DepthCeiling", value);
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FogMaterial.SetFloat("_DepthBlend", FogFarFadeFraction * value);
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}
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}
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public float MinimapDistance
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{
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set
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{
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foreach(var camera in MinimapCameras)
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camera.orthographicSize = value;
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MinimapGravityQuad.transform.localScale = value * 2 * Vector3.one;
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foreach (var planet in _planets.Values)
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planet.Icon.transform.localScale = Settings.IconSize / 256 * value * Vector3.one;
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}
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}
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void Start()
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{
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ViewDistance = Settings.DefaultViewDistance;
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MinimapDistance = Settings.MinimapZoomLevels[Settings.DefaultMinimapZoom];
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_tourTimer = TourSwitchTime;
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_transposer = SceneCamera.GetCinemachineComponent<CinemachineTransposer>();
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}
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public void LoadZone(Zone zone)
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{
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_maxDepth = 0;
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_zone = zone;
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SectorBrushes.localScale = zone.Data.Radius * 2 * Vector3.one;
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ClearZone();
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foreach(var p in zone.Planets.Values)
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LoadPlanet(p);
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foreach (var x in _planets)
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{
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if (!(zone.Planets[x.Key] is GasGiantData))
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{
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var parentOrbit = _zone.Orbits[_zone.Planets[x.Key].Orbit].Data.Parent;
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PlanetObject parent;
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if (parentOrbit == Guid.Empty)
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parent = _root;
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else
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{
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var parentPlanetData = _zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
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if(parentPlanetData == null)
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{
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parentOrbit = _zone.Orbits[parentOrbit].Data.Parent;
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parentPlanetData = _zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
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}
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if (parentPlanetData == null)
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parent = _root;
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else if (!_planets.TryGetValue(parentPlanetData.ID, out parent))
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{
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Debug.Log("WTF!");
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}
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}
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_tourPlanets.Add((x.Value.Body.transform, parent.Body.transform));
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}
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}
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}
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public void ClearZone()
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{
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if (_planets.Count > 0)
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{
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foreach (var planet in _planets.Values)
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{
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DestroyImmediate(planet.gameObject);
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}
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_planets.Clear();
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_beltMeshes.Clear();
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_beltMatrices.Clear();
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_tourPlanets.Clear();
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}
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}
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void LoadPlanet(BodyData planetData)
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{
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if (planetData is AsteroidBeltData beltData)
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{
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var meshes = AsteroidMeshes.ToList();
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while(meshes.Count > Settings.AsteroidMeshCount)
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meshes.RemoveAt(Random.Range(0,meshes.Count));
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_beltMeshes[planetData.ID] = meshes.ToArray();
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_beltMatrices[planetData.ID] = new Matrix4x4[meshes.Count][];
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_beltAsteroidPositions[planetData.ID] = new float3[beltData.Asteroids.Length];
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var count = beltData.Asteroids.Length / meshes.Count;
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var remainder = beltData.Asteroids.Length - count * meshes.Count;
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for (int i = 0; i < meshes.Count; i++)
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{
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_beltMatrices[planetData.ID][i] = new Matrix4x4[i<meshes.Count-1 ? count : count+remainder];
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}
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var beltObject = Instantiate(AsteroidBeltUI, ZoneRoot);
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var collider = beltObject.GetComponent<MeshCollider>();
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var belt = new AsteroidBeltUI(_zone, _zone.AsteroidBelts[beltData.ID], beltObject, collider, AsteroidSpritesheetWidth, AsteroidSpritesheetHeight, Settings.MinimapAsteroidSize);
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_beltObjects[beltData.ID] = belt;
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}
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else
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{
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PlanetObject planet;
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if (planetData is GasGiantData gasGiantData)
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{
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if (planetData is SunData sunData)
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{
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planet = Instantiate(Sun, ZoneRoot);
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var sun = (SunObject) planet;
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sunData.LightColor.Subscribe(c => sun.Light.color = c.ToColor());
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sunData.Mass.Subscribe(m => sun.Light.range = Settings.PlanetSettings.LightRadius.Evaluate(m));
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sunData.FogTintColor.Subscribe(c => sun.FogTint.material.SetColor("_Color", c.ToColor()));
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sunData.Mass.Subscribe(m => sun.FogTint.transform.localScale = Settings.PlanetSettings.FogTintRadius.Evaluate(m) * Vector3.one);
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}
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else planet = Instantiate(GasGiant, ZoneRoot);
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var gas = (GasGiantObject) planet;
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var gasGiant = _zone.PlanetInstances[planetData.ID] as GasGiant;
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gasGiantData.Colors.Subscribe(c => gas.Body.material.SetTexture("_ColorRamp", c.ToGradient(!(planetData is SunData)).ToTexture()));
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gasGiantData.AlbedoRotationSpeed.Subscribe(f => gas.SunMaterial.AlbedoRotationSpeed = f);
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gasGiantData.FirstOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetRotationSpeed = f);
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gasGiantData.SecondOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetRotationSpeed = f);
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gasGiantData.FirstOffsetDomainRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetDomainRotationSpeed = f);
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gasGiantData.SecondOffsetDomainRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetDomainRotationSpeed = f);
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gasGiant.GravityWavesRadius.Subscribe(f => gas.GravityWaves.transform.localScale = f * Vector3.one);
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gasGiant.GravityWavesDepth.Subscribe(f => gas.GravityWaves.material.SetFloat("_Depth", f));
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planetData.Mass.Subscribe(f => gas.GravityWaves.material.SetFloat("_Frequency", Settings.PlanetSettings.WaveFrequency.Evaluate(f)));
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//gas.WaveScroll.Speed = Properties.GravitySettings.WaveSpeed.Evaluate(f);
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}
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else
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{
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planet = Instantiate(Planet, ZoneRoot);
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var possibleSettings = Settings.BodySettingsCollections
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.Where(p => p.MinimumMass < planetData.Mass.Value)
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.MaxBy(p => p.MinimumMass).BodySettings;
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planet.Generator.body = possibleSettings[Random.Range(0, possibleSettings.Length)];
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//Debug.Log($"Generating planet with {planetData.Mass} mass! Choosing {planet.Generator.body.name} settings!");
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//planet.Icon.material.mainTexture = planetData.Mass > Context.GlobalData.PlanetMass ? PlanetIcon : PlanetoidIcon;
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}
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var planetInstance = _zone.PlanetInstances[planetData.ID];
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planetInstance.BodyRadius.Subscribe(f => planet.Body.transform.localScale = f * Vector3.one);
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planetInstance.GravityWellRadius.Subscribe(f => planet.GravityWell.transform.localScale = f * Vector3.one);
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planetInstance.GravityWellDepth.Subscribe(f =>
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{
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if (f > _maxDepth) _maxDepth = f;
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planet.GravityWell.material.SetFloat("_Depth", f);
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});
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_planets[planetData.ID] = planet;
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if (!_rootFound)
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{
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_rootFound = true;
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_root = planet;
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}
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}
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LODHandler.FindPlanets();
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}
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private void Update()
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{
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if (Tour)
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{
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_tourTimer -= UnityEngine.Time.deltaTime;
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if (_tourTimer < 0)
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{
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_tourTimer = TourSwitchTime;
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_tourIndex = (_tourIndex + 1) % _tourPlanets.Count;
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SceneCamera.Follow = _tourPlanets[_tourIndex].Item1;
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SceneCamera.LookAt = _tourPlanets[_tourIndex].Item2;
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if(_tourIndex==0) Debug.Log("Tour Complete!");
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}
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// if(_tourIndex>=0)
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// {
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// var offset = (SceneCamera.Follow.position - SceneCamera.LookAt.position);
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// offset.y = 0;
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// offset = offset.normalized * TourFollowDistance;
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// offset.y = TourHeightOffset;
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// offset = Quaternion.AngleAxis(TourFollowOffsetDegrees, Vector3.up) * offset;
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// _transposer.m_FollowOffset = offset;
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// }
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}
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}
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void LateUpdate()
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{
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foreach(var belt in _zone.AsteroidBelts)
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{
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var meshes = _beltMeshes[belt.Key];
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for (int i = 0; i < _beltAsteroidPositions[belt.Key].Length; i++)
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_beltAsteroidPositions[belt.Key][i] = float3(belt.Value.Transforms[i].x, _zone.GetHeight(belt.Value.Transforms[i].xy), belt.Value.Transforms[i].y);
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var count = belt.Value.Transforms.Length / meshes.Length;
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for (int i = 0; i < meshes.Length; i++)
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{
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for (int t = 0; t < _beltMatrices[belt.Key][i].Length; t++)
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{
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var tx = t + i * count;
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_beltMatrices[belt.Key][i][t] = Matrix4x4.TRS(_beltAsteroidPositions[belt.Key][tx],
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Quaternion.Euler(
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cos(belt.Value.Transforms[tx].z + (float) i / meshes.Length) * 100,
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sin(belt.Value.Transforms[tx].z + (float) i / meshes.Length) * 100,
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(float) tx / belt.Value.Transforms.Length * 360),
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Vector3.one * belt.Value.Transforms[tx].w);
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}
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Graphics.DrawMeshInstanced(meshes[i].Mesh, 0, meshes[i].Material, _beltMatrices[belt.Key][i]);
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}
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_beltObjects[belt.Key].Update(_beltAsteroidPositions[belt.Key]);
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}
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foreach (var planet in _planets)
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{
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var planetInstance = _zone.PlanetInstances[planet.Key];
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var p = _zone.GetOrbitPosition(planetInstance.BodyData.Orbit);
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planet.Value.transform.position = new Vector3(p.x, _zone.GetHeight(p) + planetInstance.BodyRadius.Value * 2, p.y);
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if(planet.Value is GasGiantObject gasGiantObject)
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{
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gasGiantObject.GravityWaves.material.SetFloat("_Phase", Time * Settings.PlanetSettings.WaveSpeed.Evaluate(planetInstance.BodyData.Mass.Value));
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if(!(planet.Value is SunObject))
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{
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var toParent = normalize(_zone.GetOrbitPosition(_zone.Orbits[planetInstance.BodyData.Orbit].Data.Parent) - p);
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gasGiantObject.SunMaterial.LightingDirection = new Vector3(toParent.x, 0, toParent.y);
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}
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}
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else planet.Value.Body.transform.rotation *= Quaternion.AngleAxis(Settings.PlanetRotationSpeed, Vector3.up);
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}
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var fogPos = FogCameraParent.position;
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SectorBoundaryBrush.material.SetFloat("_Power", Settings.PlanetSettings.ZoneDepthExponent);
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SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog);
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var startDepth = Zone.PowerPulse(Settings.MinimapZoneGravityRange, Settings.PlanetSettings.ZoneDepthExponent) * Settings.PlanetSettings.ZoneDepth;
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var depthRange = Settings.PlanetSettings.ZoneDepth - startDepth + _maxDepth;
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MinimapGravityQuad.material.SetFloat("_StartDepth", startDepth);
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MinimapGravityQuad.material.SetFloat("_DepthRange", depthRange);
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FogMaterial.SetFloat("_GridOffset", Settings.PlanetSettings.ZoneBoundaryFog);
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FogMaterial.SetVector("_GridTransform", new Vector4(fogPos.x,fogPos.z,_viewDistance*2));
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var gravPos = MinimapGravityQuad.transform.position;
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gravPos.y = -Settings.PlanetSettings.ZoneDepth - _maxDepth;
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MinimapGravityQuad.transform.position = gravPos;
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MinimapTintQuad.transform.position = gravPos - Vector3.up*10;
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}
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}
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[Serializable]
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public class InstancedMesh
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{
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public Mesh Mesh;
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public Material Material;
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}
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public class AsteroidBeltUI
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{
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private MeshFilter _filter;
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private MeshCollider _collider;
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private Vector3[] _vertices;
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private Vector3[] _normals;
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private Vector2[] _uvs;
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private int[] _indices;
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private Guid _orbitParent;
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private Mesh _mesh;
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private float _size;
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private Zone _zone;
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private AsteroidBelt _belt;
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private float _scale;
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public AsteroidBeltUI(Zone zone, AsteroidBelt belt, MeshFilter meshFilter, MeshCollider collider, int spritesheetWidth, int spritesheetHeight, float scale)
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{
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_belt = belt;
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_zone = zone;
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_filter = meshFilter;
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_collider = collider;
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var orbit = zone.Orbits[belt.Data.Orbit];
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_orbitParent = orbit.Data.Parent;
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_vertices = new Vector3[_belt.Data.Asteroids.Length*4];
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_normals = new Vector3[_belt.Data.Asteroids.Length*4];
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_uvs = new Vector2[_belt.Data.Asteroids.Length*4];
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_indices = new int[_belt.Data.Asteroids.Length*6];
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_scale = scale;
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var maxDist = 0f;
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var spriteSize = float2(1f / spritesheetWidth, 1f / spritesheetHeight);
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// vertex order: bottom left, top left, top right, bottom right
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for (var i = 0; i < belt.Data.Asteroids.Length; i++)
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{
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if (belt.Data.Asteroids[i].Distance > maxDist)
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maxDist = belt.Data.Asteroids[i].Distance;
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var spriteX = Random.Range(0, spritesheetWidth);
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var spriteY = Random.Range(0, spritesheetHeight);
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_uvs[i * 4] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y);
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_uvs[i * 4 + 1] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y + spriteSize.y);
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_uvs[i * 4 + 2] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y + spriteSize.y);
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_uvs[i * 4 + 3] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y);
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_indices[i * 6] = i * 4;
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_indices[i * 6 + 1] = i * 4 + 1;
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_indices[i * 6 + 2] = i * 4 + 3;
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_indices[i * 6 + 3] = i * 4 + 3;
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_indices[i * 6 + 4] = i * 4 + 1;
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_indices[i * 6 + 5] = i * 4 + 2;
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}
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for (var i = 0; i < _normals.Length; i++)
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{
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_normals[i] = -Vector3.forward;
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}
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_mesh = new Mesh();
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_mesh.vertices = _vertices;
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_mesh.uv = _uvs;
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_mesh.triangles = _indices;
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_mesh.normals = _normals;
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_mesh.bounds = new Bounds(Vector3.zero, Vector3.one * maxDist);
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_size = maxDist;
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_filter.mesh = _mesh;
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//_collider.sharedMesh = _mesh;
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}
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public void Update(float3[] positions)
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{
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var parentPosition = _zone.GetOrbitPosition(_orbitParent);
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for (var i = 0; i < _belt.Data.Asteroids.Length; i++)
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{
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var rotation = Quaternion.Euler(90, _belt.Transforms[i].z, 0);
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//var position = new Vector3(_belt.Transforms[i].x, _zone.GetHeight(parentPosition), _belt.Transforms[i].y);
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_vertices[i * 4] = rotation * new Vector3(-_belt.Transforms[i].w * _scale,-_belt.Transforms[i].w * _scale,0) + (Vector3) positions[i];
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_vertices[i * 4 + 1] = rotation * new Vector3(-_belt.Transforms[i].w * _scale,_belt.Transforms[i].w * _scale,0) + (Vector3) positions[i];
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_vertices[i * 4 + 2] = rotation * new Vector3(_belt.Transforms[i].w * _scale,_belt.Transforms[i].w * _scale,0) + (Vector3) positions[i];
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_vertices[i * 4 + 3] = rotation * new Vector3(_belt.Transforms[i].w * _scale,-_belt.Transforms[i].w * _scale,0) + (Vector3) positions[i];
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}
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_mesh.bounds = new Bounds(new Vector3(parentPosition.x, 0, parentPosition.y), Vector3.one * (_size * 2));
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_mesh.vertices = _vertices;
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//_collider.sharedMesh = _mesh;
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}
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} |