Changed title font to Montserrat Added trailer-specific camera transitions Added key to hide UI Fixed input listening while console is open Added animated zone reveal effect in galaxy map Added Ping action for sensors Added debug console commands (e.g. give command to get any item in legendary+ quality) Temporarily disabled wwise Fixed infinite loop in weapon penetration code Guided missiles now predict target position Fixed hitscan weapons Fixed invisible enemies bug Fixed various loadout generator issues (can now generate turrets!) Fixed wormhole crash when enemy is targeted Saving/loading current zone time when exiting game (planets keep their positions) Created slime simulation in test scene - WIP
123 lines
No EOL
3.7 KiB
C#
123 lines
No EOL
3.7 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.IO;
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using System.Linq;
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using static Unity.Mathematics.math;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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[ExecuteInEditMode]
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public class GradientMapper : MonoBehaviour
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{
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[Header("Gradient map parameters")] public Vector2Int GradientMapDimensions = new Vector2Int(32, 1);
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public Gradient Gradient;
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[Header("Enable testing")] public bool Testing = false;
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private MeshRenderer _meshRenderer;
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private Material _material;
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[HideInInspector] public Texture2D Texture;
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public static int TotalMaps = 0;
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private void OnEnable()
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{
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_meshRenderer = GetComponent<MeshRenderer>();
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if (_meshRenderer == null)
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{
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Debug.LogWarning("No mesh renderer on this game object! Removing GradientMapper");
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DestroyImmediate(this);
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}
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else
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{
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_material = _meshRenderer.sharedMaterial;
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}
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}
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void Update()
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{
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if (Testing)
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{
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ApplyGradient(Gradient);
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}
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}
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public void ApplyGradient(Gradient gradient)
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{
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Texture = new Texture2D(GradientMapDimensions.x, GradientMapDimensions.y);
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Texture.wrapMode = TextureWrapMode.Clamp;
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for (int x = 0; x < GradientMapDimensions.x; x++)
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{
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for (int y = 0; y < GradientMapDimensions.y; y++)
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{
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Texture.SetPixel(x, y, gradient.Evaluate( max((float)x / GradientMapDimensions.x,(float)y / GradientMapDimensions.y)));
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}
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}
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Texture.Apply();
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if (_material.HasProperty("_ColorRamp"))
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{
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_material.SetTexture("_ColorRamp", Texture);
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}
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}
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(GradientMapper))]
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public class GradientMapperEditor : Editor
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{
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private int _subfolder;
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private string[] Subfolders = {"Sun", "Gas Giant"};
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public override void OnInspectorGUI()
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{
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GradientMapper gradientMapper = target as GradientMapper;
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DrawDefaultInspector();
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if (gradientMapper.Testing)
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{
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EditorGUILayout.HelpBox("Testing is active.", MessageType.Warning, true);
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}
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_subfolder = EditorGUILayout.Popup("Subfolder", _subfolder, Subfolders);
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if (GUILayout.Button("Make Gradient Map"))
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{
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gradientMapper.Testing = false;
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if (!AssetDatabase.IsValidFolder("Assets/Resources/Gradients"))
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{
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AssetDatabase.CreateFolder("Assets/Resources/", "Gradients");
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AssetDatabase.SaveAssets();
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}
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if (!Directory.Exists($"{Application.dataPath}Resources/Gradients/{Subfolders[_subfolder]}"))
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{
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Directory.CreateDirectory($"{Application.dataPath}/Resources/Gradients/{Subfolders[_subfolder]}");
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GradientMapper.TotalMaps = 0;
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}
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else
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{
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GradientMapper.TotalMaps = Directory.GetFiles(Application.dataPath + "/Resources/Gradients/").Length;
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}
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byte[] bytes = gradientMapper.Texture.EncodeToPNG();
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string fileName;
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do fileName = $"{Application.dataPath}/Resources/Gradients/{Subfolders[_subfolder] + '/'}gradient_{GradientMapper.TotalMaps++}.png";
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while (File.Exists(fileName));
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File.WriteAllBytes(fileName, bytes);
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AssetDatabase.Refresh();
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Debug.Log("Gradient map saved!");
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}
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}
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}
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#endif |