Aetheria/Assets/Scripts/UI/SectorRenderer.cs
Reinier Vens 54f7e3a66f Properties Panel Overhaul
Marking player location on galaxy map
Fixed non-input field focus disabling global key map
Player start ship is now always the same
Loadout generator now demands exact match for item dimensions
Thermal damage now triggers ItemDamaged event = player can die from cockpit wear!
Properties panel now has a much more attractive UI
Implemented curve control for properties UI
Centralized number formatting in player settings
Moved significant digits to player settings
Added temperature unit option in player settings
2021-04-13 01:50:42 +01:00

161 lines
6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public class SectorRenderer : MonoBehaviour, IBeginDragHandler, IDragHandler, IScrollHandler
{
public Canvas Canvas;
public SectorMap Map;
public ActionGameManager GameManager;
public Camera MainCamera;
public Camera SectorCamera;
public MeshRenderer SectorBackgroundRenderer;
public float ZoomSpeed;
public float MinViewSize = .1f;
public float MaxViewSize = 2;
// public float PathAnimationDamping = .01f;
// public float PathAnimationDuration = 30;
// public float PathAnimationDurationPadding = 1.1f;
public GameObject LegendPanel;
public float LinkAnimationDuration;
public float IconAnimationDuration;
private float2 _startMousePosition;
private float2 _startMapPosition;
private Transform _sectorBackgroundTransform;
private Transform _sectorCameraTransform;
private Image _outputImage;
private RenderTexture _outputTexture;
private int2 _size;
private bool _init;
private float _aspectRatio;
private float _sectorBackgroundDepth;
private float _sectorCameraDepth;
private float2 _position = float2(0.5f);
private float _viewSize = .5f;
void Start()
{
_outputImage = GetComponent<Image>();
_sectorBackgroundTransform = SectorBackgroundRenderer.transform;
_sectorBackgroundDepth = _sectorBackgroundTransform.position.z;
_sectorCameraTransform = SectorCamera.transform;
_sectorCameraDepth = _sectorCameraTransform.position.z;
// PathAnimationButton.onClick.AddListener(() =>
// {
// Map.StartCoroutine(AnimatePath());
// });
}
// private IEnumerator AnimatePath()
// {
// var pathZones = ActionGameManager.CurrentSector.ExitPath;
// LegendPanel.SetActive(false);
// PathAnimationButton.gameObject.SetActive(false);
//
// var revealCount = ActionGameManager.CurrentSector.Entrance.Distance[ActionGameManager.CurrentSector.Exit];
// Map.StartReveal(
// PathAnimationDuration / revealCount * (LinkAnimationDuration / (IconAnimationDuration + LinkAnimationDuration)),
// PathAnimationDuration / revealCount * (IconAnimationDuration / (IconAnimationDuration + LinkAnimationDuration)));
// MainCamera.enabled = false;
// SectorCamera.targetTexture = null;
// Canvas.gameObject.SetActive(false);
// SectorCamera.gameObject.SetActive(true);
//
// var pathAnimationLerp = 0f;
// while (pathAnimationLerp < 1)
// {
// var currentTargetZone = pathZones[(int) (pathZones.Length * pathAnimationLerp)];
// _position = lerp(_position, currentTargetZone.Position, PathAnimationDamping);
// pathAnimationLerp += Time.deltaTime / (PathAnimationDuration * PathAnimationDurationPadding);
// UpdateCamera();
// yield return null;
// }
//
// LegendPanel.SetActive(true);
// PathAnimationButton.gameObject.SetActive(true);
// }
private void OnEnable()
{
_init = true;
SectorCamera.gameObject.SetActive(true);
_position = GameManager.Zone.SectorZone.Position;
_viewSize = .25f;
Map.StartReveal(LinkAnimationDuration, IconAnimationDuration);
Map.MarkPlayerLocation(GameManager.CurrentEntity.Zone.SectorZone);
}
private void OnDisable()
{
if (_outputTexture != null)
{
_outputTexture.Release();
_outputTexture = null;
}
SectorCamera.gameObject.SetActive(false);
}
void LateUpdate()
{
var size = int2(Screen.width, Screen.height);
if (_init || size.x != _size.x || size.y != _size.y)
{
_aspectRatio = (float) size.x / size.y;
_size = size;
if (_outputTexture != null)
{
_outputTexture.Release();
}
_outputTexture = new RenderTexture(_size.x, _size.y, 0, RenderTextureFormat.Default);
SectorCamera.targetTexture = _outputTexture;
_outputImage.material.SetTexture("_DetailTex", _outputTexture);
}
UpdateCamera();
}
void UpdateCamera()
{
var halfSize = _viewSize / 2;
var bounds = float4(
_position.x - _aspectRatio * halfSize,
_position.y - halfSize,
_position.x + _aspectRatio * halfSize,
_position.y + halfSize);
_sectorBackgroundTransform.position = new Vector3(_position.x, _position.y, _sectorBackgroundDepth);
_sectorBackgroundTransform.localScale = new Vector3(_aspectRatio * _viewSize, _viewSize);
_sectorCameraTransform.position = new Vector3(_position.x, _position.y, _sectorCameraDepth);
SectorCamera.orthographicSize = halfSize;
SectorBackgroundRenderer.material.SetVector("Extents", bounds);
}
public void OnBeginDrag(PointerEventData eventData)
{
_startMousePosition = eventData.position;
_startMapPosition = _position;
}
public void OnDrag(PointerEventData eventData)
{
_position = _startMapPosition - ((float2)eventData.position - _startMousePosition) / _size.y * _viewSize;
}
public void OnScroll(PointerEventData eventData)
{
var mapCenter = float2((float)Screen.width / 2, (float)Screen.height / 2);
var oldPointerPosition = _position + ((float2)eventData.position - mapCenter) / Screen.height * _viewSize;
_viewSize = clamp(_viewSize * (1 - eventData.scrollDelta.y * ZoomSpeed), MinViewSize, MaxViewSize);
var pointerPosition = _position + ((float2)eventData.position - mapCenter) / Screen.height * _viewSize;
_position += oldPointerPosition - pointerPosition;
}
}