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
111 lines
4.2 KiB
C#
111 lines
4.2 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 System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Serialization;
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public class MapView : MonoBehaviour
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{
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public Camera Main;
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public Camera MinimapGravity;
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public Camera Minimap;
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public MeshRenderer GravityRenderer;
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public float ZoomSpeed;
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[FormerlySerializedAs("SectorRenderer")] public ZoneRenderer ZoneRenderer;
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private Transform _minimapTransform;
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private CopyTransform _minimapCopyTransform;
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private RenderTexture _minimapTexture;
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private Transform _minimapGravityTransform;
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private CopyTransform _minimapGravityCopyTransform;
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private RenderTexture _minimapGravityTexture;
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private Transform _gravityRendererTransform;
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private CopyTransform _gravityRendererCopyTransform;
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private RenderTexture _fullscreenGravityTexture;
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private AetheriaInput.UIActions _input;
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private float _viewDistance = 1024;
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private float _aspectRatio;
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private Vector3 _previousGravityRendererScale;
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void OnEnable()
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{
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_aspectRatio = (float) Screen.width / Screen.height;
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Main.gameObject.SetActive(false);
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_minimapTexture = Minimap.targetTexture;
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_minimapTransform = Minimap.transform;
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_minimapCopyTransform = Minimap.GetComponent<CopyTransform>();
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_minimapCopyTransform.enabled = false;
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_minimapGravityTexture = MinimapGravity.targetTexture;
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_minimapGravityTransform = MinimapGravity.transform;
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_minimapGravityCopyTransform = MinimapGravity.GetComponent<CopyTransform>();
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_minimapGravityCopyTransform.enabled = false;
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_gravityRendererTransform = GravityRenderer.transform;
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_gravityRendererCopyTransform = GravityRenderer.GetComponent<CopyTransform>();
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_gravityRendererCopyTransform.enabled = false;
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_previousGravityRendererScale = _gravityRendererTransform.localScale;
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_fullscreenGravityTexture = new RenderTexture(Screen.width / 2, Screen.height / 2, 1, RenderTextureFormat.RFloat);
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GravityRenderer.material.mainTexture = _fullscreenGravityTexture;
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MinimapGravity.targetTexture = _fullscreenGravityTexture;
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Minimap.targetTexture = null;
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SetZoom();
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}
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void SetZoom()
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{
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ZoneRenderer.ViewDistance = _viewDistance * _aspectRatio;
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Minimap.orthographicSize = MinimapGravity.orthographicSize = _viewDistance;
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_gravityRendererTransform.localScale = new Vector3(_viewDistance*_aspectRatio*2, _viewDistance*2, 1);
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}
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public void BindInput(AetheriaInput.UIActions input)
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{
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_input = input;
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_input.ScrollWheel.performed += OnScroll;
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}
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private void OnScroll(InputAction.CallbackContext context)
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{
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_viewDistance *= (1 - context.ReadValue<Vector2>().y * ZoomSpeed);
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SetZoom();
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}
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void Update()
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{
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if (_input.Click.ReadValue<float>() > .5f)
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{
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var delta = _input.Drag.ReadValue<Vector2>();
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var pos = _minimapTransform.position;
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pos.x -= delta.x * _viewDistance / Screen.height;
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pos.z -= delta.y * _viewDistance / Screen.height;
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var gravPos = _gravityRendererTransform.position;
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gravPos.x = pos.x;
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gravPos.z = pos.z;
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_gravityRendererTransform.position = gravPos;
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Main.transform.position = _minimapTransform.position = _minimapGravityTransform.position = pos;
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}
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}
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private void OnDisable()
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{
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_input.ScrollWheel.performed -= OnScroll;
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Main.gameObject.SetActive(true);
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_minimapGravityCopyTransform.enabled = true;
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_minimapCopyTransform.enabled = true;
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_gravityRendererCopyTransform.enabled = true;
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Minimap.targetTexture = _minimapTexture;
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MinimapGravity.targetTexture = _minimapGravityTexture;
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GravityRenderer.material.mainTexture = _minimapGravityTexture;
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_fullscreenGravityTexture.Release();
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}
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}
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