Converted entity materials to new fade shader Implemented visibility system Refactored per-instance entity code to run inside monobehavior on entity instances Created state machine AI for enemy ships with basic patrol and combat routines Removed legacy AI code (controller item behaviors) Added automatic trigger group assignment for matched weapons Created ship collision system Created shield VFX and colliders
97 lines
3.9 KiB
C#
97 lines
3.9 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;
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using UnityEngine;
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using Unity.Mathematics;
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using UnityEngine.Experimental.Rendering;
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using static Unity.Mathematics.math;
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using static Unity.Mathematics.noise;
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/// <summary>
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/// Drives the volume render.
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/// </summary>
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//[ExecuteInEditMode]
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[RequireComponent( typeof( Camera ) ), ImageEffectAllowedInSceneView]
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public class VolumeSampling : MonoBehaviour
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{
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// public int Octaves = 4;
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// public float Frequency = 1;
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// public float Lacunarity = 2;
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// public float Gain = .5f;
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// public int NoiseTextureCount = 16;
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// public int NoiseTextureSize = 32;
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public Material _volMaterial;
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public Transform GridTransform;
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private Camera _camera;
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// private Texture3D[] _noiseTextures;
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// private int _currentNoiseTexture;
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private void Start()
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{
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_camera = GetComponent<Camera>();
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// _noiseTextures = new Texture3D[NoiseTextureCount];
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// var samples = new Color[NoiseTextureSize * NoiseTextureSize * NoiseTextureSize];
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// for (int i = 0; i < NoiseTextureCount; i++)
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// {
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// var iv = (float) i / NoiseTextureCount;
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// var tex = new Texture3D(NoiseTextureSize,NoiseTextureSize,NoiseTextureSize, GraphicsFormat.R8_UNorm, TextureCreationFlags.None);
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// tex.filterMode = FilterMode.Bilinear;
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// for (int z = 0; z < NoiseTextureSize; z++)
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// {
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// var zf = (float) z / NoiseTextureSize;
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// int zOffset = z * NoiseTextureSize * NoiseTextureSize;
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// for (int y = 0; y < NoiseTextureSize; y++)
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// {
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// var yf = (float) y / NoiseTextureSize;
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// int yOffset = y * NoiseTextureSize;
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// for (int x = 0; x < NoiseTextureSize; x++)
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// {
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// var xf = (float) x / NoiseTextureSize;
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// var index = x + yOffset + zOffset;
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// float freq = Frequency, amp = 1;
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// float sum = 0;
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// var p = float4(xf, yf, zf, iv);
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// for(int o = 0; o < Octaves; o++)
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// {
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// sum += (pnoise(p * freq, 1 / freq) + 1) / 2 * amp;
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// freq *= Lacunarity;
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// amp *= Gain;
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// }
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//
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// samples[index] = Color.white * sum;
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// }
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// }
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// }
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// tex.SetPixels(samples);
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// tex.Apply();
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// _noiseTextures[i] = tex;
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// }
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}
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[ImageEffectOpaque]
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void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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// check for no shader / shader compile error
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if( _volMaterial == null )
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{
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Graphics.Blit(source, destination);
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return;
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}
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// _currentNoiseTexture = (_currentNoiseTexture + 1) % NoiseTextureCount;
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//
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// _volMaterial.SetTexture("_NoiseTex", _noiseTextures[_currentNoiseTexture]);
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// Shader needs this matrix to generate world space rays
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_volMaterial.SetMatrix("_CamProj", (_camera.projectionMatrix * _camera.worldToCameraMatrix).inverse);
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_volMaterial.SetMatrix("_CamInvProj", (_camera.projectionMatrix * _camera.worldToCameraMatrix).inverse);
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// Shader needs to know the position and scale of cameras used to render input textures
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if(GridTransform != null)
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_volMaterial.SetVector("_GridTransform", new Vector4(GridTransform.position.x,GridTransform.position.z,GridTransform.localScale.x*4));
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Graphics.Blit( source, destination, _volMaterial, 0 );
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}
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}
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