Implemented saving/loading of custom input settings Incorporated Input Screen in game Organized UI scripts into folders Deleted some unused UI scripts Reimplemented Fog Blur (by copying modified DoF to assets)
121 lines
4 KiB
C#
121 lines
4 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 TMPro;
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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 ActionGameManager GameManager;
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public TextMeshProUGUI Title;
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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 Camera InfluenceCamera;
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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 Image InfluenceDisplay;
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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 RenderTexture _influenceTexture;
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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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InfluenceCamera.gameObject.SetActive(true);
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Title.text = $"Zone: {GameManager.Zone.SectorZone.Name}";
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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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ReleaseTextures();
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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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InfluenceCamera.gameObject.SetActive(false);
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}
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void ReleaseTextures()
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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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_influenceTexture.Release();
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_influenceTexture = null;
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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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ReleaseTextures();
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}
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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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_influenceTexture = new RenderTexture(_size.x, _size.y, 0, RenderTextureFormat.RFloat);
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InfluenceCamera.targetTexture = _influenceTexture;
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InfluenceDisplay.material.SetTexture("_DetailTex", _influenceTexture);
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}
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var pos = ((Vector2) Position).Flatland(1);
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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 / 2);
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TintCamera.transform.position = pos;
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TintCamera.orthographicSize = _size.y * Scale * .5f;
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InfluenceCamera.transform.position = pos;
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InfluenceCamera.orthographicSize = _size.y * Scale * .5f;
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}
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}
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