Aetheria/Assets/Scripts/UI/Menu/SectorMap.cs
Reinier Vens 81acaf2a47 In Game Input Screen
Implemented saving/loading of custom input settings
Incorporated Input Screen in game
Organized UI scripts into folders
Deleted some unused UI scripts
Reimplemented Fog Blur (by copying modified DoF to assets)
2021-05-08 07:35:16 +01:00

340 lines
16 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using MessagePack;
using TMPro;
using UnityEngine;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using static Unity.Mathematics.noise;
using Random = UnityEngine.Random;
using float2 = Unity.Mathematics.float2;
public class SectorMap : MonoBehaviour
{
public Camera InfluenceCamera;
public Prototype InfluenceRendererPrototype;
public MeshRenderer SectorRenderer;
public Prototype ZonePrototype;
public Prototype LinkPrototype;
public Prototype IconPrototype;
public Prototype IconBackgroundPrototype;
public Material ZonePrimaryMaterial;
public Material ZoneSecondaryMaterial;
public Material ZoneLinkMaterial;
public float MegaPrimaryBoost = .75f;
public float MegaSecondaryBoost = 2f;
public float MegaLinkBoost = 2f;
public Texture2D EntranceIcon;
public Texture2D ExitIcon;
public Texture2D BossIcon;
public Texture2D HomeIcon;
public Prototype LegendPrototype;
public float IconDistance = 1;
public float IconBackgroundSize = 3;
public float LabelDistance = .4f;
public float LinkWidth;
public float CriticalLinkWidth;
public AnimationCurve IconScaleAnimation;
public Color PlayerLocationLabelColor;
public float PlayerLocationIconSize = 1.25f;
private SectorZone _currentPlayerLocation;
private HashSet<SectorZone> _revealedZones = new HashSet<SectorZone>();
private HashSet<(SectorZone, SectorZone)> _revealedLinks = new HashSet<(SectorZone, SectorZone)>();
private Dictionary<Faction, (MeshRenderer influenceRenderer, RenderTexture influence, Material primaryMaterial, Material secondaryMaterial, Material linkMaterial)> _factionMaterials =
new Dictionary<Faction, (MeshRenderer influenceRenderer, RenderTexture influence, Material primaryMaterial, Material secondaryMaterial, Material linkMaterial)>();
private Dictionary<SectorZone, SectorZoneUI> _zoneInstances = new Dictionary<SectorZone, SectorZoneUI>();
private Queue<IEnumerable<SectorZone>> _queuedZoneReveals = new Queue<IEnumerable<SectorZone>>();
public void MarkPlayerLocation(SectorZone zone)
{
if (_currentPlayerLocation != null)
{
_zoneInstances[_currentPlayerLocation].Label.color = Color.white;
_zoneInstances[_currentPlayerLocation].Label.fontStyle = FontStyles.Normal;
_zoneInstances[_currentPlayerLocation].IconContainer.localScale = Vector3.one;
}
_currentPlayerLocation = zone;
if(_zoneInstances.ContainsKey(_currentPlayerLocation))
{
MarkPlayerLocation(_zoneInstances[_currentPlayerLocation]);
}
}
private void MarkPlayerLocation(SectorZoneUI zoneUI)
{
zoneUI.Label.color = PlayerLocationLabelColor;
zoneUI.Label.fontStyle = FontStyles.Bold;
zoneUI.IconContainer.localScale = new Vector3(PlayerLocationIconSize, PlayerLocationIconSize, 1);
}
public void QueueZoneReveal(IEnumerable<SectorZone> zones)
{
_queuedZoneReveals.Enqueue(zones);
}
public void StartReveal(float linkDuration, float iconDuration)
{
if (_queuedZoneReveals.Count > 0)
{
StartCoroutine(RevealZone(_queuedZoneReveals.Dequeue(), linkDuration, iconDuration));
}
}
public IEnumerator RevealZone(IEnumerable<SectorZone> zones, float linkDuration, float iconDuration)
{
var linksToReveal = new List<(float2 start, float2 end, Transform linkInstance, bool critical)>();
var zoneTransforms = new List<Transform>();
var zoneInstanceScale = ZonePrototype.transform.localScale;
foreach (var zone in zones)
{
if (!_revealedZones.Contains(zone))
{
var zoneInstance = ZonePrototype.Instantiate<SectorZoneUI>();
if(zone == _currentPlayerLocation)
MarkPlayerLocation(zoneInstance);
_zoneInstances[zone] = zoneInstance;
var zoneInstanceTransform = zoneInstance.transform;
zoneTransforms.Add(zoneInstanceTransform);
zoneInstanceTransform.localPosition = new Vector3(zone.Position.x, zone.Position.y);
if(zone.Owner != null)
{
zoneInstance.Primary.sharedMaterial = _factionMaterials[zone.Owner].primaryMaterial;
zoneInstance.Secondary.sharedMaterial = _factionMaterials[zone.Owner].secondaryMaterial;
if(zone == ActionGameManager.CurrentSector.HomeZones[zone.Owner])
zoneInstance.Secondary.transform.localScale = Vector3.one * 4;
}
else
{
zoneInstance.Secondary.gameObject.SetActive(false);
}
var isOnCriticalPath = ActionGameManager.CurrentSector.ExitPath?.Contains(zone) ?? false;
foreach (var adjacentZone in zone.AdjacentZones)
{
// If the adjacent zone is in the set already revealed, then show the link
if (_revealedZones.Contains(adjacentZone) &&
!(_revealedLinks.Contains((zone, adjacentZone)) ||
_revealedLinks.Contains((adjacentZone, zone))))
{
var link = LinkPrototype.Instantiate<Transform>();
var critical = isOnCriticalPath && (ActionGameManager.CurrentSector.ExitPath?.Contains(adjacentZone) ?? false);
linksToReveal.Add((zone.Position, adjacentZone.Position, link, critical));
if (zone.Owner != null && zone.Owner == adjacentZone.Owner)
link.GetComponent<MeshRenderer>().sharedMaterial = _factionMaterials[zone.Owner].linkMaterial;
var dir = normalize(zone.Position - adjacentZone.Position);
link.rotation = Quaternion.Euler(0,0,atan2(dir.y,dir.x) * Mathf.Rad2Deg);
placeLink(zone.Position, adjacentZone.Position, link, 0, critical);
}
}
_revealedZones.Add(zone);
// Determine center of mass for adjacent zone links, used for placement of label and icons
var linkDirection = normalize(zone.AdjacentZones
.Aggregate(float2.zero, (v, adjacentZone) => v + normalize(adjacentZone.Position - zone.Position)));
var zoneText = zoneInstance.Label;
zoneText.text = zone.Name;
var zoneTextTransform = zoneText.GetComponent<RectTransform>();
zoneTextTransform.pivot = new Vector2(sign(linkDirection.x)/2+.5f,sign(linkDirection.y)/2+.5f);
zoneTextTransform.localPosition = new Vector3(-linkDirection.x * LabelDistance, -linkDirection.y * LabelDistance, -1);
if (zone == ActionGameManager.CurrentSector.Entrance)
{
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
iconInstance.material.mainTexture = EntranceIcon;
var iconTransform = iconInstance.transform;
iconTransform.SetParent(zoneInstanceTransform);
iconTransform.localScale = Vector3.one;
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
if (zone == ActionGameManager.CurrentSector.Exit)
{
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
iconInstance.material.mainTexture = ExitIcon;
var iconTransform = iconInstance.transform;
iconTransform.SetParent(zoneInstanceTransform);
iconTransform.localScale = Vector3.one;
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
var homeMega = ActionGameManager.CurrentSector.HomeZones.Keys
.FirstOrDefault(m => ActionGameManager.CurrentSector.HomeZones[m] == zone);
if (homeMega != null)
{
var backgroundInstance = IconBackgroundPrototype.Instantiate<MeshRenderer>();
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
backgroundInstance.material.SetColor("_Color", homeMega.SecondaryColor.ToColor());
iconInstance.material.mainTexture = HomeIcon;
iconInstance.material.SetColor("_Color", homeMega.PrimaryColor.ToColor());
var backgroundTransform = backgroundInstance.transform;
var iconTransform = iconInstance.transform;
backgroundTransform.SetParent(zoneInstanceTransform);
iconTransform.SetParent(zoneInstanceTransform);
backgroundTransform.localScale = Vector3.one * IconBackgroundSize;
iconTransform.localScale = Vector3.one;
backgroundTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance, .5f);
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
var bossMega = ActionGameManager.CurrentSector.BossZones.Keys
.FirstOrDefault(m => ActionGameManager.CurrentSector.BossZones[m] == zone);
if (bossMega != null)
{
var backgroundInstance = IconBackgroundPrototype.Instantiate<MeshRenderer>();
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
backgroundInstance.material.SetColor("_Color", bossMega.SecondaryColor.ToColor());
iconInstance.material.mainTexture = BossIcon;
iconInstance.material.SetColor("_Color", bossMega.PrimaryColor.ToColor());
var backgroundTransform = backgroundInstance.transform;
var iconTransform = iconInstance.transform;
backgroundTransform.SetParent(zoneInstanceTransform);
iconTransform.SetParent(zoneInstanceTransform);
backgroundTransform.localScale = Vector3.one * IconBackgroundSize;
iconTransform.localScale = Vector3.one;
if (homeMega != null)
{
backgroundTransform.localPosition = new Vector3(linkDirection.x * IconDistance, linkDirection.y * IconDistance, .5f);
iconTransform.localPosition = new Vector3(linkDirection.x * IconDistance, linkDirection.y * IconDistance);
}
else
{
backgroundTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance, .5f);
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
}
}
}
foreach (var tr in zoneTransforms) tr.gameObject.SetActive(false);
// Local function for animating the placement of a link
void placeLink(float2 start, float2 end, Transform link, float t, bool critical)
{
var pos = lerp(start, end, t / 2);
link.localPosition = new Vector3(pos.x, pos.y);
var localScale = link.localScale;
localScale = new Vector3(length(start - end)*t, critical ? CriticalLinkWidth : LinkWidth, 1);
link.localScale = localScale;
}
var startTime = Time.time;
while (Time.time - startTime < linkDuration)
{
var t = (Time.time - startTime) / linkDuration;
foreach (var (start, end, link, critical) in linksToReveal) placeLink(end, start, link, t, critical);
yield return null;
}
foreach (var (start, end, link, critical) in linksToReveal) placeLink(start, end, link, 1, critical);
foreach (var tr in zoneTransforms) tr.gameObject.SetActive(true);
startTime = Time.time;
while (Time.time - startTime < iconDuration)
{
var t = (Time.time - startTime) / iconDuration;
foreach (var tr in zoneTransforms) tr.localScale = zoneInstanceScale * IconScaleAnimation.Evaluate(t);
RenderInfluence();
yield return null;
}
foreach (var tr in zoneTransforms) tr.localScale = zoneInstanceScale;
StartReveal(linkDuration, iconDuration);
}
public void Start()
{
if (ActionGameManager.CurrentSector == null)
{
gameObject.SetActive(false);
return;
}
foreach (var mega in ActionGameManager.CurrentSector.Factions)
{
var influenceTexture = new RenderTexture(1024, 1024, 0, RenderTextureFormat.RHalf);
var influenceRenderer = InfluenceRendererPrototype.Instantiate<MeshRenderer>();
influenceRenderer.material.mainTexture = influenceTexture;
influenceRenderer.material.SetColor("_Color1", mega.PrimaryColor.ToColor());
influenceRenderer.material.SetColor("_Color2", mega.SecondaryColor.ToColor());
influenceRenderer.material.SetFloat("_FillTilt", Random.value * PI);
var primary = Instantiate(ZonePrimaryMaterial);
primary.SetColor("_Color", (mega.PrimaryColor * MegaPrimaryBoost).ToColor());
var secondary = Instantiate(ZoneSecondaryMaterial);
secondary.SetColor("_Color", (mega.SecondaryColor * MegaSecondaryBoost).ToColor());
var link = Instantiate(ZoneLinkMaterial);
link.SetColor("_Color", (mega.PrimaryColor * MegaLinkBoost).ToColor());
_factionMaterials.Add(mega, (influenceRenderer, influenceTexture, primary, secondary, link));
var legendElement = LegendPrototype.Instantiate<LegendElement>();
legendElement.Primary.color = mega.PrimaryColor.ToColor();
legendElement.Secondary.color = mega.SecondaryColor.ToColor();
legendElement.Label.text = mega.ShortName;
}
SectorRenderer.material.SetFloat("CloudAmplitude", ActionGameManager.CurrentSector.Background.CloudAmplitude);
SectorRenderer.material.SetFloat("CloudExponent", ActionGameManager.CurrentSector.Background.CloudExponent);
SectorRenderer.material.SetFloat("NoisePosition", ActionGameManager.CurrentSector.Background.NoisePosition);
SectorRenderer.material.SetFloat("NoiseAmplitude", ActionGameManager.CurrentSector.Background.NoiseAmplitude);
SectorRenderer.material.SetFloat("NoiseOffset", ActionGameManager.CurrentSector.Background.NoiseOffset);
SectorRenderer.material.SetFloat("NoiseGain", ActionGameManager.CurrentSector.Background.NoiseGain);
SectorRenderer.material.SetFloat("NoiseLacunarity", ActionGameManager.CurrentSector.Background.NoiseLacunarity);
SectorRenderer.material.SetFloat("NoiseFrequency", ActionGameManager.CurrentSector.Background.NoiseFrequency);
}
private void RenderInfluence()
{
// Render Influence Textures
foreach (var mega in ActionGameManager.CurrentSector.Factions)
{
foreach (var zone in ActionGameManager.CurrentSector.Zones)
{
if(_zoneInstances.ContainsKey(zone))
{
var instance = _zoneInstances[zone];
var influence = 0f;
if (zone.Factions.Length > 0)
{
if (zone.Factions.Contains(mega))
{
influence = 10;
if (zone.Owner != mega)
influence *= .5f;
}
else influence = -10;
}
instance.Influence.material.SetFloat("_Depth", influence);
}
}
InfluenceCamera.targetTexture = _factionMaterials[mega].influence;
InfluenceCamera.Render();
}
}
}