Aetheria/Assets/Scripts/Sector Display/MapView.cs
Reinier Vens f643f6cc8a New Inventory System + Overhaul
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
2020-12-10 23:20:38 +00:00

106 lines
3.9 KiB
C#

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