Aetheria/Assets/Scripts/UI/MapRenderer.cs
Reinier Vens 3a9ee2ccf7 Damage System Rewrite
New damage system, much easier to understand
Splash damage support
Hardpoint armor consolidated with hull armor
Minimap shows view cone
New industry standard palette for temperature display
Temperature range display contains palette
Restoring loadouts now ignores temperature and armor
Items can ignore thermal mass when adding heat
Burst weapons can consume single ammo (mainly shotguns)
New missile type that follows crosshairs
New airburst projectile type that deals splash damage
Auto Shotgun and Charged Shotgun
2021-02-01 08:13:14 +00:00

103 lines
3.4 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Mathematics;
using UnityEngine.UI;
using static Unity.Mathematics.math;
using int2 = Unity.Mathematics.int2;
public class MapRenderer : MonoBehaviour
{
public Canvas Canvas;
public Camera MapOverlayCamera;
public Camera GravityCamera;
public Camera TintCamera;
public Image OverlayDisplay;
public Image GravityDisplay;
public Image TintDisplay;
public float Scale;
public float2 Position;
private RectTransform _rect;
private RenderTexture _mapTexture;
private RenderTexture _gravityTexture;
private RenderTexture _tintTexture;
private int2 _size;
private bool _init;
void Start()
{
_rect = GetComponent<RectTransform>();
}
private void OnEnable()
{
_init = true;
MapOverlayCamera.gameObject.SetActive(true);
GravityCamera.gameObject.SetActive(true);
TintCamera.gameObject.SetActive(true);
}
private void OnDisable()
{
if (_mapTexture != null)
{
_mapTexture.Release();
_mapTexture = null;
_gravityTexture.Release();
_gravityTexture = null;
_tintTexture.Release();
_tintTexture = null;
}
MapOverlayCamera.gameObject.SetActive(false);
GravityCamera.gameObject.SetActive(false);
TintCamera.gameObject.SetActive(false);
}
void LateUpdate()
{
var size = int2(Screen.width, Screen.height);
if (_init || size.x != _size.x || size.y != _size.y)
{
_init = false;
_size = size;
if (_mapTexture != null)
{
_mapTexture.Release();
_mapTexture = null;
_gravityTexture.Release();
_gravityTexture = null;
_tintTexture.Release();
_tintTexture = null;
}
var canvasCorners = new Vector3[4];
Canvas.GetComponent<RectTransform>().GetWorldCorners(canvasCorners);
_mapTexture = new RenderTexture(_size.x, _size.y, 0, RenderTextureFormat.Default);
MapOverlayCamera.targetTexture = _mapTexture;
OverlayDisplay.material.SetTexture("_DetailTex", _mapTexture);
_gravityTexture = new RenderTexture(_size.x, _size.y, 0, RenderTextureFormat.RFloat);
GravityCamera.targetTexture = _gravityTexture;
GravityDisplay.material.SetTexture("_DetailTex", _gravityTexture);
_tintTexture = new RenderTexture(_size.x / 2, _size.y / 2, 0, RenderTextureFormat.RGB111110Float);
TintCamera.targetTexture = _tintTexture;
TintDisplay.material.SetTexture("_DetailTex", _tintTexture);
}
var pos = ((Vector2) Position).Flatland(1);
MapOverlayCamera.transform.position = pos;
MapOverlayCamera.orthographicSize = _size.y * Scale * .5f;
GravityCamera.transform.position = pos;
GravityCamera.orthographicSize = _size.y * Scale * .5f;
GravityDisplay.material.SetFloat("_Scale", Scale / 2);
TintCamera.transform.position = pos;
TintCamera.orthographicSize = _size.y * Scale * .5f;
}
}