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
156 lines
5.1 KiB
C#
156 lines
5.1 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.Rendering;
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public class Stardust : MonoBehaviour
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{
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#region variables
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//public bool debugLog = false;
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//public float proxyPersistTime = 2;
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public Camera TargetCamera;
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public ComputeShader ParticleCalculation;
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public Material ParticleMaterial;
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public int Span = 512;
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public float Speed = .25f;
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public float MinimumSize = .1f;
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public float MaximumSize = 2;
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public float Spacing = 4.0f;
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public float Ceiling = -250.0f;
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public float Floor = -25.0f;
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public float HeightExponent = 4;
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public Texture Heightmap;
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public Texture2D ParticleColors;
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//public Transform TargetTransform;
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public Camera GravityCamera;
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private const int GROUP_SIZE = 128;
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private int _updateParticlesKernel;
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#endregion
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#region Structs
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//Notice that this struct has to match the one in the compute shader exactly.
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struct Particle
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{
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public Vector3 Position;
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public Vector3 Color; //Color is a float3 in the compute shader, we need a Vector3 to match that layout, not a Color!
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public float Size;
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};
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#endregion
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#region buffers
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private ComputeBuffer _particlesBuffer;
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private const int PARTICLE_STRIDE = 28;
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private ComputeBuffer _quadPoints;
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private const int QUAD_STRIDE = 12;
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#endregion
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#region setup
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// Use this for initialization
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void Start()
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{
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//Find compute kernel
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_updateParticlesKernel = ParticleCalculation.FindKernel("UpdateParticles");
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//Create particle buffer
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_particlesBuffer = new ComputeBuffer(Span * Span, PARTICLE_STRIDE);
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Particle[] particles = new Particle[Span * Span];
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for (int i = 0; i < Span * Span; ++i)
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{
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particles[i].Position = Random.insideUnitSphere * 100;
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particles[i].Color = Vector3.one;//white
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particles[i].Size = Random.value;
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}
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_particlesBuffer.SetData(particles);
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//Create quad buffer
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_quadPoints = new ComputeBuffer(6, QUAD_STRIDE);
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_quadPoints.SetData(new[] {
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new Vector3(-.5f, .5f),
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new Vector3(.5f, .5f),
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new Vector3(.5f, -.5f),
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new Vector3(.5f, -.5f),
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new Vector3(-.5f, -.5f),
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new Vector3(-.5f, .5f)
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});
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}
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#endregion
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#region Compute update
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// Update is called once per frame
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void Update()
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{
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//Bind resources to compute shader
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ParticleCalculation.SetBuffer(_updateParticlesKernel, "particles", _particlesBuffer);
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// ParticleCalculation.SetBuffer(_updateParticlesKernel, "temperature", _temperature);
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ParticleCalculation.SetFloat("time", Time.time * Speed);
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var pos = GravityCamera.transform.position;
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ParticleCalculation.SetVector("transform", new Vector4(pos.x,pos.z,GravityCamera.orthographicSize*2));
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ParticleCalculation.SetFloat("spacing", Spacing);
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ParticleCalculation.SetFloat("ceilingHeight", Ceiling);
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ParticleCalculation.SetFloat("floorHeight", Floor);
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ParticleCalculation.SetFloat("heightExponent", HeightExponent);
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ParticleCalculation.SetFloat("maximumSize", MaximumSize);
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ParticleCalculation.SetFloat("minimumSize", MinimumSize);
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ParticleCalculation.SetInt("span", Span);
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ParticleCalculation.SetTexture(_updateParticlesKernel, "Heightmap", Heightmap);
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ParticleCalculation.SetTexture(_updateParticlesKernel, "HueTexture", ParticleColors);
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//Dispatch, launch threads on GPU
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int numberOfGroups = Mathf.CeilToInt((float)Span * Span / GROUP_SIZE);
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ParticleCalculation.Dispatch(_updateParticlesKernel, numberOfGroups, 1, 1);
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ParticleMaterial.SetBuffer("particles", _particlesBuffer);
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ParticleMaterial.SetBuffer("quadPoints", _quadPoints);
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Graphics.DrawProcedural(ParticleMaterial, new Bounds(pos, Spacing * Span * Vector3.one), MeshTopology.Triangles, 6, Span * Span, TargetCamera, null, ShadowCastingMode.Off, false, 0);
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}
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#endregion
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#region rendering
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// void OnRenderObject()
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// {
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// if (Camera.current == TargetCamera || Camera.current.name == "SceneCamera")
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// {
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// //Bind resources to material
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// ParticleMaterial.SetBuffer("particles", _particlesBuffer);
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// ParticleMaterial.SetBuffer("quadPoints", _quadPoints);
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// // ParticleMaterial.SetFloat("velocityStretch", ParticleVelocityStretch);
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// // ParticleMaterial.SetVector("velocity", PlayerVelocity);
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//
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// //Set the pass
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// ParticleMaterial.SetPass(0);
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//
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// //Draw
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// Graphics.DrawProceduralNow(MeshTopology.Triangles, 6, Span * Span);
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// }
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// }
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#endregion
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#region cleanup
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void OnDestroy()
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{
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// m_emitterProxies.Release();
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// _temperature.Release();
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if(_particlesBuffer!=null)
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{
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_particlesBuffer.Release();
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_quadPoints.Release();
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}
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// m_livingProxyIndices.Release();
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}
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#endregion
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}
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