Created menu screen Created inventory tab with 2 cargo panes and properties panel Updated the style of every UI prefab Implemented Blurred UI material Implemented UI shaders for map layers Created Map tab (still needs input)
99 lines
3.2 KiB
C#
99 lines
3.2 KiB
C#
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 Unity.Mathematics;
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using UnityEngine.UI;
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using static Unity.Mathematics.math;
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using int2 = Unity.Mathematics.int2;
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public class MapRenderer : MonoBehaviour
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{
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public Canvas Canvas;
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public Camera MapOverlayCamera;
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public Camera GravityCamera;
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public Camera TintCamera;
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public Image OverlayDisplay;
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public Image GravityDisplay;
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public Image TintDisplay;
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public float Scale;
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public float2 Position;
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private RectTransform _rect;
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private RenderTexture _mapTexture;
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private RenderTexture _gravityTexture;
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private RenderTexture _tintTexture;
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private int2 _size;
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private bool _init;
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void Start()
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{
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_rect = GetComponent<RectTransform>();
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}
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private void OnEnable()
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{
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_init = true;
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MapOverlayCamera.gameObject.SetActive(true);
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GravityCamera.gameObject.SetActive(true);
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TintCamera.gameObject.SetActive(true);
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}
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private void OnDisable()
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{
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if (_mapTexture != null)
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{
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_mapTexture.Release();
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_mapTexture = null;
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_gravityTexture.Release();
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_gravityTexture = null;
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_tintTexture.Release();
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_tintTexture = null;
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}
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MapOverlayCamera.gameObject.SetActive(false);
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GravityCamera.gameObject.SetActive(false);
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TintCamera.gameObject.SetActive(false);
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}
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void LateUpdate()
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{
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var size = int2(Screen.width, Screen.height);
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if (_init || size.x != _size.x || size.y != _size.y)
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{
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_init = false;
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_size = size;
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if (_mapTexture != null)
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{
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_mapTexture.Release();
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_mapTexture = null;
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_gravityTexture.Release();
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_gravityTexture = null;
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_tintTexture.Release();
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_tintTexture = null;
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}
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var canvasCorners = new Vector3[4];
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Canvas.GetComponent<RectTransform>().GetWorldCorners(canvasCorners);
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_mapTexture = new RenderTexture(_size.x, _size.y, 0, RenderTextureFormat.Default);
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MapOverlayCamera.targetTexture = _mapTexture;
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OverlayDisplay.material.SetTexture("_DetailTex", _mapTexture);
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_gravityTexture = new RenderTexture(_size.x, _size.y, 0, RenderTextureFormat.RFloat);
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GravityCamera.targetTexture = _gravityTexture;
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GravityDisplay.material.SetTexture("_DetailTex", _gravityTexture);
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_tintTexture = new RenderTexture(_size.x / 2, _size.y / 2, 0, RenderTextureFormat.RGB111110Float);
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TintCamera.targetTexture = _tintTexture;
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TintDisplay.material.SetTexture("_DetailTex", _tintTexture);
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}
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var pos = ((Vector2) Position).Flatland();
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MapOverlayCamera.transform.position = pos;
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MapOverlayCamera.orthographicSize = _size.y * Scale * .5f;
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GravityCamera.transform.position = pos;
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GravityCamera.orthographicSize = _size.y * Scale * .5f;
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GravityDisplay.material.SetFloat("_Scale", Scale);
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TintCamera.transform.position = pos;
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TintCamera.orthographicSize = _size.y * Scale * .5f;
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}
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}
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