Aetheria/Assets/Scripts/Sector Display/SectorRenderer.cs
Reinier Vens 922c8ea460 Misc. Improvements
Turrets lead their projectiles
Double click to equip/unequip/move
Minimum weapon convergence distance
2021-01-27 16:14:41 +00:00

807 lines
No EOL
36 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 System.Linq;
using Cinemachine;
using UniRx;
using UnityEngine;
using static Unity.Mathematics.math;
using Unity.Mathematics;
using UnityEngine.Serialization;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;
public class SectorRenderer : MonoBehaviour
{
public Transform EffectManagerParent;
public Transform FogCameraParent;
public GameSettings Settings;
public Transform ZoneRoot;
public Transform SectorBrushes;
public MeshRenderer SectorBoundaryBrush;
public CinemachineVirtualCamera SceneCamera;
public Camera[] FogCameras;
public Camera[] MinimapCameras;
public Material FogMaterial;
public float FogFarFadeFraction = .125f;
public float FarPlaneDistanceMultiplier = 2;
public InstancedMesh[] AsteroidMeshes;
public int AsteroidSpritesheetWidth = 4;
public int AsteroidSpritesheetHeight = 4;
public LODHandler LODHandler;
[Header("Tour")]
public bool Tour;
public float TourSwitchTime = 5f;
public float TourFollowDistance = 30f;
public float TourHeightOffset = 15;
public float TourFollowOffsetDegrees;
// public Mesh[] AsteroidMeshes;
// public Material AsteroidMaterial;
[Header("Prefabs")]
public MeshFilter AsteroidBeltUI;
public PlanetObject Planet;
public GasGiantObject GasGiant;
public SunObject Sun;
[Header("Icons")]
public Texture2D PlanetoidIcon;
public Texture2D PlanetIcon;
[HideInInspector]
public Dictionary<Entity, EntityInstance> EntityInstances = new Dictionary<Entity, EntityInstance>();
[HideInInspector]
public Dictionary<Guid, PlanetObject> Planets = new Dictionary<Guid, PlanetObject>();
private Dictionary<Guid, AsteroidBeltUI> _beltObjects = new Dictionary<Guid, AsteroidBeltUI>();
private Dictionary<Guid, InstancedMesh[]> _beltMeshes = new Dictionary<Guid, InstancedMesh[]>();
private Dictionary<Guid, Matrix4x4[][]> _beltMatrices = new Dictionary<Guid, Matrix4x4[][]>();
private Dictionary<InstantWeaponData, InstantWeaponEffectManager> _instantWeaponManagers = new Dictionary<InstantWeaponData, InstantWeaponEffectManager>();
private Dictionary<ConstantWeaponData, ConstantWeaponEffectManager> _constantWeaponManagers = new Dictionary<ConstantWeaponData, ConstantWeaponEffectManager>();
private Zone _zone;
private float _viewDistance;
private float _maxDepth;
private int _tourIndex = -1;
private float _tourTimer;
private List<(Transform, Transform)> _tourPlanets = new List<(Transform, Transform)>();
private CinemachineTransposer _transposer;
private PlanetObject _root;
private bool _rootFound;
public ItemManager ItemManager { get; set; }
public float Time { get; set; }
public float ViewDistance
{
set
{
_viewDistance = value;
foreach (var camera in FogCameras)
camera.orthographicSize = value;
SceneCamera.m_Lens.FarClipPlane = value * FarPlaneDistanceMultiplier;
FogMaterial.SetFloat("_DepthCeiling", value);
FogMaterial.SetFloat("_DepthBlend", FogFarFadeFraction * value);
}
}
public float MinimapDistance
{
set
{
foreach(var camera in MinimapCameras)
camera.orthographicSize = value;
// MinimapGravityQuad.transform.localScale = value * 2 * Vector3.one;
}
}
void Start()
{
ViewDistance = Settings.DefaultViewDistance;
MinimapDistance = Settings.MinimapZoomLevels[Settings.DefaultMinimapZoom];
_tourTimer = TourSwitchTime;
_transposer = SceneCamera.GetCinemachineComponent<CinemachineTransposer>();
}
public void LoadZone(Zone zone)
{
_maxDepth = 0;
_zone = zone;
SectorBrushes.localScale = zone.Data.Radius * 2 * Vector3.one;
ClearZone();
foreach(var p in zone.Planets.Values)
LoadPlanet(p);
foreach (var x in Planets)
{
if (!(zone.Planets[x.Key] is GasGiantData))
{
var parentOrbit = _zone.Orbits[_zone.Planets[x.Key].Orbit].Data.Parent;
PlanetObject parent;
if (parentOrbit == Guid.Empty)
parent = _root;
else
{
var parentPlanetData = _zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
if(parentPlanetData == null)
{
parentOrbit = _zone.Orbits[parentOrbit].Data.Parent;
parentPlanetData = _zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
}
if (parentPlanetData == null)
parent = _root;
else if (!Planets.TryGetValue(parentPlanetData.ID, out parent))
{
Debug.Log("WTF!");
}
}
_tourPlanets.Add((x.Value.Body.transform, parent.Body.transform));
}
}
foreach(var entity in zone.Entities)
LoadEntity(entity);
zone.Entities.ObserveAdd().Subscribe(e => LoadEntity(e.Value));
zone.Entities.ObserveRemove().Subscribe(e => UnloadEntity(e.Value));
}
public void ClearZone()
{
if (Planets.Count > 0)
{
foreach (var planet in Planets.Values)
{
DestroyImmediate(planet.gameObject);
}
Planets.Clear();
_beltMeshes.Clear();
_beltMatrices.Clear();
_tourPlanets.Clear();
}
}
void LoadEntity(Entity entity)
{
var hullData = ItemManager.GetData(entity.Hull) as HullData;
EntityInstance instance;
if (entity is Ship ship)
{
instance = new ShipInstance();
instance.Transform = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).transform;
instance.Prefab = instance.Transform.GetComponent<EntityPrefab>();
var shipInstance = (ShipInstance) instance;
shipInstance.Particles = ship.GetBehaviors<Thruster>()
.Select<Thruster, (Thruster effect, ParticleSystem system, float baseEmission)>(x =>
{
var effectData = (ThrusterData) x.Data;
var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(effectData.ParticlesPrefab), shipInstance.Transform, false);
var particlesShape = particles.shape;
particlesShape.meshRenderer = shipInstance.Prefab.ThrusterHardpoints
.FirstOrDefault(t => t.name == x.Entity.Hardpoints[x.Item.Position.x, x.Item.Position.y].Transform)
?.Emitter;
return (x, particles, particles.emission.rateOverTimeMultiplier);
})
.ToArray();
}
else
{
instance = new EntityInstance();
instance.Transform = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).transform;
instance.Prefab = instance.Transform.GetComponent<EntityPrefab>();
}
instance.Entity = entity;
foreach (var item in entity.Equipment)
{
foreach (var behavior in item.Behaviors)
{
if (behavior is InstantWeapon instantWeapon)
{
var data = (InstantWeaponData) instantWeapon.Data;
if (!_instantWeaponManagers.ContainsKey(data))
{
var managerPrefab = UnityHelpers.LoadAsset<InstantWeaponEffectManager>(data.EffectPrefab);
if(managerPrefab)
{
_instantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent));
}
else Debug.LogError($"No InstantWeaponEffectManager prefab found at path {data.EffectPrefab}");
}
instantWeapon.OnFire += () =>
_instantWeaponManagers[data].Fire(data, item, instance, entity.Target.Value != null ? EntityInstances[entity.Target.Value] : null);
}
if (behavior is ConstantWeapon constantWeapon)
{
var data = (ConstantWeaponData) constantWeapon.Data;
if (!_constantWeaponManagers.ContainsKey(data))
{
var managerPrefab = UnityHelpers.LoadAsset<ConstantWeaponEffectManager>(data.EffectPrefab);
if(managerPrefab)
{
_constantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent));
}
else Debug.LogError($"No ConstantWeaponEffectManager prefab found at path {data.EffectPrefab}");
}
constantWeapon.OnStartFiring += () =>
_constantWeaponManagers[data].StartFiring(data, item, instance, entity.Target.Value != null ? EntityInstances[entity.Target.Value] : null);
constantWeapon.OnStopFiring += () =>
_constantWeaponManagers[data].StopFiring(item);
}
}
}
instance.RadiatorMeshes = new Dictionary<HardpointData, MeshRenderer>();
instance.Barrels = new Dictionary<HardpointData, Transform[]>();
instance.BarrelIndices = new Dictionary<HardpointData, int>();
foreach (var hp in hullData.Hardpoints)
{
if (hp.Type == HardpointType.Radiator)
{
var mesh = instance.Prefab.RadiatorHardpoints.FirstOrDefault(x => x.name == hp.Transform);
if (mesh)
{
instance.RadiatorMeshes.Add(hp, mesh.Mesh);
}
}
if(hp.Type == HardpointType.Ballistic || hp.Type == HardpointType.Energy || hp.Type == HardpointType.Launcher)
{
var whp = instance.Prefab.WeaponHardpoints.FirstOrDefault(x => x.name == hp.Transform);
if (whp)
{
instance.Barrels.Add(hp, whp.FiringPoint);
instance.BarrelIndices.Add(hp, 0);
}
}
}
void DamageSchematic(float damage, float spread, Shape hitShape)
{
// Spread indicates proportion of penetrating damage which is divided among neighboring schematic cells
var directDamage = damage * (1 - spread);
// Search all cells occupied by target cells for equipped gear
EquippedItem equippedGear = null;
foreach (var hullCoord in hitShape.Coordinates)
{
if (entity.GearOccupancy[hullCoord.x, hullCoord.y] != null)
{
equippedGear = entity.GearOccupancy[hullCoord.x, hullCoord.y];
break;
}
}
float remainder = 0;
// Direct damage is divided between gear and thermal equipment (if present)
if (equippedGear != null)
{
remainder = max(directDamage / 2 - equippedGear.EquippableItem.Durability, 0);
equippedGear.EquippableItem.Durability = max(equippedGear.EquippableItem.Durability - directDamage / 2, 0);
entity.ItemDamage.OnNext((equippedGear, directDamage / 2));
}
else if (equippedGear != null)
{
remainder = max(directDamage - equippedGear.EquippableItem.Durability, 0);
equippedGear.EquippableItem.Durability = max(equippedGear.EquippableItem.Durability - directDamage, 0);
entity.ItemDamage.OnNext((equippedGear, directDamage));
}
else remainder = directDamage;
// Direct damage remaining after all items are destroyed damages the hull
var hullDamage = remainder;
// Spread damage is divided among components surrounding the hardpoint which has been hit
var spreadDamage = damage * spread;
if (spreadDamage > .01f)
{
// Find the cells surrounding the target cells
var surroundingCells = hitShape.Expand();
// Exclude cells contained by the original shape or not within the ship interior
foreach (var cell in surroundingCells.Coordinates.ToArray())
if (hitShape[cell] || !hullData.InteriorCells[cell])
surroundingCells[cell] = false;
if (surroundingCells.Coordinates.Length > 0)
{
// Find all equipment occupying surrounding cells
var surroundingEquipment = new List<EquippedItem>();
foreach (var hullCoord in surroundingCells.Coordinates)
{
if (entity.GearOccupancy[hullCoord.x, hullCoord.y] != null)
surroundingEquipment.Add(entity.GearOccupancy[hullCoord.x, hullCoord.y]);
}
// Divide spread damage among all surrounding cells
remainder = 0;
foreach (var e in surroundingEquipment)
{
remainder += max(spreadDamage / surroundingCells.Coordinates.Length - e.EquippableItem.Durability, 0);
e.EquippableItem.Durability = max(e.EquippableItem.Durability - spreadDamage / surroundingCells.Coordinates.Length, 0);
entity.ItemDamage.OnNext((e, spreadDamage / surroundingCells.Coordinates.Length));
}
// Remaining damage plus spread damage for empty cells is dealt to the hull
hullDamage += remainder + spreadDamage / surroundingCells.Coordinates.Length *
(surroundingCells.Coordinates.Length - surroundingEquipment.Count);
}
else hullDamage += spreadDamage;
}
if(hullDamage > .01f)
{
entity.Hull.Durability -= hullDamage;
entity.HullDamage.OnNext(hullDamage);
}
}
foreach (var collider in instance.Prefab.HullColliders)
{
collider.Hit.Subscribe(hit =>
{
var hardpointIndex = (int) hit.Hit.textureCoord.x;
// U coordinate between 0-1 indicates a hit that didn't land directly on a hardpoint
if (hardpointIndex <= 0)
{
// Penetration indicates proportion of damage which passes through the hull armor
var surfaceDamage = hit.Damage * (1 - hit.Penetration);
// Find the 2D position of the hit relative to the entity's pivot point
var hitPos3 = instance.Transform.InverseTransformPoint(hit.Hit.point);
var hitDirection = normalize(float2(hitPos3.x, hitPos3.z));
// Search all schematic border cells for the cell which is closest to the hit position
var hitCell = int2(-1);
var maxDot = -1f;
foreach (var v in hullData.Shape.Coordinates)
{
if (!hullData.InteriorCells[v])
{
// Take the dot product of the vector from the center to each border cell,
// and the vector from the center to the impact point
var cellDot = dot(normalize(v - hullData.Shape.CenterOfMass), hitDirection);
if (cellDot > maxDot)
{
maxDot = cellDot;
hitCell = v;
}
}
}
// Extra damage remaining after depleting hull armor is added to penetrating damage
var remainder = max(surfaceDamage - entity.Armor[hitCell.x,hitCell.y], 0);
var penetratingDamage = remainder + hit.Damage * hit.Penetration;
// Subtract surface damage from hull armor
entity.Armor[hitCell.x,hitCell.y] = max(entity.Armor[hitCell.x,hitCell.y] - surfaceDamage, 0);
entity.ArmorDamage.OnNext((hitCell, surfaceDamage));
// Find the local 2D vector corresponding to the direction of the incoming hit
var localHitDirection = instance.Prefab.transform.InverseTransformDirection(hit.Direction);
var penetrationVector = normalize(float2(localHitDirection.x, localHitDirection.z));
// March a ray through the ship from the hit position until we reach an item or pass all the way through
var penetrationPoint = float2(hitCell);
var penetrationCell = hitCell;
while (hullData.Shape[penetrationCell] &&
entity.GearOccupancy[penetrationCell.x, penetrationCell.y] == null)
{
penetrationPoint += penetrationVector * .5f;
penetrationCell = int2(penetrationPoint);
}
// If we have passed all the way through the ship without touching an item, just damage the hull
if (!hullData.Shape[penetrationCell])
{
entity.Hull.Durability -= penetratingDamage;
entity.HullDamage.OnNext(penetratingDamage);
}
else
{
// Create a shape containing only the cell which the hit penetrated to
var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
hitShape[penetrationCell] = true;
// Continue with the damage calculation, damaging the item and spreading some damage to the cells around it
DamageSchematic(penetratingDamage, hit.Spread, hitShape);
}
}
else
{
// Collider UV coordinates starting with 1 correspond to hardpoint index
var hardpoint = hullData.Hardpoints[hardpointIndex - 1];
// Penetration indicates proportion of damage which passes directly to the item
var surfaceDamage = hit.Damage * (1 - hit.Penetration);
// Extra damage remaining after depleting hardpoint armor is added to penetrating damage
var remainder = max(surfaceDamage - entity.HardpointArmor[hardpoint], 0);
// Subtract surface damage from hardpoint armor
entity.HardpointArmor[hardpoint] = max(entity.HardpointArmor[hardpoint] - surfaceDamage, 0);
entity.HardpointDamage.OnNext((hardpoint, surfaceDamage));
var penetratingDamage = remainder + hit.Damage * hit.Penetration;
// Obtain the hull coordinates of all cells occupied by the hardpoint
var hardpointCells = hullData.Shape.Inset(hardpoint.Shape, hardpoint.Position);
// Continue with the damage calculation, damaging the hardpoint and spreading some damage to the cells around it
DamageSchematic(penetratingDamage, hit.Spread, hardpointCells);
}
});
}
instance.LookAtPoint = new GameObject($"{entity.Name} Look Point").transform;
foreach (var articulationPoint in instance.Prefab.ArticulationPoints)
{
articulationPoint.Target = instance.LookAtPoint;
}
EntityInstances.Add(entity, instance);
}
void UnloadEntity(Entity entity)
{
if (EntityInstances[entity].Prefab.DestroyEffect != null)
{
var t = Instantiate(EntityInstances[entity].Prefab.DestroyEffect).transform;
t.position = EntityInstances[entity].Prefab.transform.position;
}
Destroy(EntityInstances[entity].Transform.gameObject);
EntityInstances.Remove(entity);
}
void LoadPlanet(BodyData planetData)
{
if (planetData is AsteroidBeltData beltData)
{
var meshes = AsteroidMeshes.ToList();
while(meshes.Count > Settings.AsteroidMeshCount)
meshes.RemoveAt(Random.Range(0,meshes.Count));
_beltMeshes[planetData.ID] = meshes.ToArray();
_beltMatrices[planetData.ID] = new Matrix4x4[meshes.Count][];
var count = beltData.Asteroids.Length / meshes.Count;
var remainder = beltData.Asteroids.Length - count * meshes.Count;
for (int i = 0; i < meshes.Count; i++)
{
_beltMatrices[planetData.ID][i] = new Matrix4x4[i<meshes.Count-1 ? count : count+remainder];
}
var beltObject = Instantiate(AsteroidBeltUI, ZoneRoot);
var collider = beltObject.GetComponent<MeshCollider>();
var belt = new AsteroidBeltUI(_zone, _zone.AsteroidBelts[beltData.ID], beltObject, collider, AsteroidSpritesheetWidth, AsteroidSpritesheetHeight, Settings.MinimapAsteroidSize);
_beltObjects[beltData.ID] = belt;
}
else
{
PlanetObject planet;
if (planetData is GasGiantData gasGiantData)
{
if (planetData is SunData sunData)
{
planet = Instantiate(Sun, ZoneRoot);
var sun = (SunObject) planet;
sunData.LightColor.Subscribe(c => sun.Light.color = c.ToColor());
sunData.Mass.Subscribe(m => sun.Light.range = Settings.PlanetSettings.LightRadius.Evaluate(m));
sunData.FogTintColor.Subscribe(c => sun.FogTint.material.SetColor("_Color", c.ToColor()));
sunData.Mass.Subscribe(m => sun.FogTint.transform.localScale = Settings.PlanetSettings.FogTintRadius.Evaluate(m) * Vector3.one);
}
else planet = Instantiate(GasGiant, ZoneRoot);
var gas = (GasGiantObject) planet;
var gasGiant = _zone.PlanetInstances[planetData.ID] as GasGiant;
gasGiantData.Colors.Subscribe(c => gas.Body.material.SetTexture("_ColorRamp", c.ToGradient(!(planetData is SunData)).ToTexture()));
gasGiantData.AlbedoRotationSpeed.Subscribe(f => gas.SunMaterial.AlbedoRotationSpeed = f);
gasGiantData.FirstOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetRotationSpeed = f);
gasGiantData.SecondOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetRotationSpeed = f);
gasGiantData.FirstOffsetDomainRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetDomainRotationSpeed = f);
gasGiantData.SecondOffsetDomainRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetDomainRotationSpeed = f);
gasGiant.GravityWavesRadius.Subscribe(f => gas.GravityWaves.transform.localScale = f * Vector3.one);
gasGiant.GravityWavesDepth.Subscribe(f => gas.GravityWaves.material.SetFloat("_Depth", f));
planetData.Mass.Subscribe(f => gas.GravityWaves.material.SetFloat("_Frequency", Settings.PlanetSettings.WaveFrequency.Evaluate(f)));
//gas.WaveScroll.Speed = Properties.GravitySettings.WaveSpeed.Evaluate(f);
}
else
{
planet = Instantiate(Planet, ZoneRoot);
var possibleSettings = Settings.BodySettingsCollections
.Where(p => p.MinimumMass < planetData.Mass.Value)
.MaxBy(p => p.MinimumMass).BodySettings;
planet.Generator.body = possibleSettings[Random.Range(0, possibleSettings.Length)];
//Debug.Log($"Generating planet with {planetData.Mass} mass! Choosing {planet.Generator.body.name} settings!");
//planet.Icon.material.mainTexture = planetData.Mass > Context.GlobalData.PlanetMass ? PlanetIcon : PlanetoidIcon;
}
var planetInstance = _zone.PlanetInstances[planetData.ID];
planetInstance.BodyRadius.Subscribe(f =>
{
planet.Body.transform.localScale = f * Vector3.one;
});
planetInstance.GravityWellRadius.Subscribe(f => planet.GravityWell.transform.localScale = f * Vector3.one);
planetInstance.GravityWellDepth.Subscribe(f =>
{
if (f > _maxDepth) _maxDepth = f;
planet.GravityWell.material.SetFloat("_Depth", f);
planet.Icon.transform.position = new Vector3(0, -f, 0);
});
planetInstance.BodyData.Mass.Subscribe(f => planet.Icon.transform.localScale = Settings.IconSize.Evaluate(f) * Vector3.one);
Planets[planetData.ID] = planet;
if (!_rootFound)
{
_rootFound = true;
_root = planet;
}
}
LODHandler.FindPlanets();
}
// private void Update()
// {
// if (Tour)
// {
// _tourTimer -= UnityEngine.Time.deltaTime;
// if (_tourTimer < 0)
// {
// _tourTimer = TourSwitchTime;
// _tourIndex = (_tourIndex + 1) % _tourPlanets.Count;
// SceneCamera.Follow = _tourPlanets[_tourIndex].Item1;
// SceneCamera.LookAt = _tourPlanets[_tourIndex].Item2;
// if(_tourIndex==0) Debug.Log("Tour Complete!");
// }
// // if(_tourIndex>=0)
// // {
// // var offset = (SceneCamera.Follow.position - SceneCamera.LookAt.position);
// // offset.y = 0;
// // offset = offset.normalized * TourFollowDistance;
// // offset.y = TourHeightOffset;
// // offset = Quaternion.AngleAxis(TourFollowOffsetDegrees, Vector3.up) * offset;
// // _transposer.m_FollowOffset = offset;
// // }
// }
// }
void Update()
{
foreach(var belt in _zone.AsteroidBelts)
{
var meshes = _beltMeshes[belt.Key];
var count = belt.Value.Positions.Length / meshes.Length;
for (int i = 0; i < meshes.Length; i++)
{
for (int t = 0; t < _beltMatrices[belt.Key][i].Length; t++)
{
var tx = t + i * count;
_beltMatrices[belt.Key][i][t] = Matrix4x4.TRS(belt.Value.Positions[tx],
Quaternion.Euler(
cos(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100,
sin(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100,
(float) tx / belt.Value.Positions.Length * 360),
Vector3.one * belt.Value.Scales[tx]);
}
Graphics.DrawMeshInstanced(meshes[i].Mesh, 0, meshes[i].Material, _beltMatrices[belt.Key][i]);
}
_beltObjects[belt.Key].Update(belt.Value.Positions);
}
foreach (var planet in Planets)
{
var planetInstance = _zone.PlanetInstances[planet.Key];
var p = _zone.GetOrbitPosition(planetInstance.BodyData.Orbit);
planet.Value.transform.position = new Vector3(p.x, 0, p.y);
planet.Value.Body.transform.localPosition = new Vector3(0, _zone.GetHeight(p) + planetInstance.BodyRadius.Value * 2, 0);
if(planet.Value is GasGiantObject gasGiantObject)
{
gasGiantObject.GravityWaves.material.SetFloat("_Phase", Time * ((GasGiant) _zone.PlanetInstances[planet.Key]).GravityWavesSpeed.Value);
if(!(planet.Value is SunObject))
{
var toParent = normalize(_zone.GetOrbitPosition(_zone.Orbits[planetInstance.BodyData.Orbit].Data.Parent) - p);
gasGiantObject.SunMaterial.LightingDirection = new Vector3(toParent.x, 0, toParent.y);
}
}
else planet.Value.Body.transform.rotation *= Quaternion.AngleAxis(Settings.PlanetRotationSpeed, Vector3.up);
}
var hitList = new List<Entity>();
foreach (var entity in EntityInstances)
{
if(entity.Key.Hull.Durability <= 0)
{
hitList.Add(entity.Key);
continue;
}
if(entity.Value is ShipInstance shipInstance)
{
foreach (var (effect, system, baseEmission) in shipInstance.Particles)
{
var emissionModule = system.emission;
var item = effect.Item.EquippableItem;
var data = shipInstance.Entity.ItemManager.GetData(item);
emissionModule.rateOverTimeMultiplier = baseEmission * effect.Axis * (item.Durability / data.Durability);
}
entity.Value.Transform.rotation = ((Ship) entity.Key).Rotation;
}
foreach (var x in entity.Value.RadiatorMeshes)
{
var temp = 0f;
foreach (var v in x.Key.Shape.Coordinates)
{
var v2 = v + x.Key.Position;
temp += entity.Key.Temperature[v2.x, v2.y];
}
temp /= x.Key.Shape.Coordinates.Length;
x.Value.material.SetFloat("_Emission", Settings.GameplaySettings.TemperatureEmissionCurve.Evaluate(temp));
}
foreach (var x in entity.Value.Barrels)
{
entity.Key.HardpointTransforms[x.Key] = (x.Value[0].position, x.Value[0].forward);
}
if (entity.Key.Target.Value != null && !EntityInstances.ContainsKey(entity.Key.Target.Value))
entity.Key.Target.Value = null;
entity.Value.LookAtPoint.position = entity.Value.Transform.position + (Vector3) entity.Key.LookDirection * (entity.Key.Target.Value != null
? max((EntityInstances[entity.Key.Target.Value].Transform.position - entity.Value.Transform.position).magnitude,Settings.GameplaySettings.ConvergenceMinimumDistance) : 10000);
entity.Value.Transform.position = entity.Key.Position;
}
foreach(var e in hitList)
{
_zone.Entities.Remove(e);
}
var fogPos = FogCameraParent.position;
SectorBoundaryBrush.material.SetFloat("_Power", Settings.PlanetSettings.ZoneDepthExponent);
SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog);
var startDepth = Zone.PowerPulse(Settings.MinimapZoneGravityRange, Settings.PlanetSettings.ZoneDepthExponent) * Settings.PlanetSettings.ZoneDepth;
var depthRange = Settings.PlanetSettings.ZoneDepth - startDepth + _maxDepth;
// MinimapGravityQuad.material.SetFloat("_StartDepth", startDepth);
// MinimapGravityQuad.material.SetFloat("_DepthRange", depthRange);
FogMaterial.SetFloat("_GridOffset", Settings.PlanetSettings.ZoneBoundaryFog);
FogMaterial.SetVector("_GridTransform", new Vector4(fogPos.x,fogPos.z,_viewDistance*2));
// var gravPos = MinimapGravityQuad.transform.position;
// gravPos.y = -Settings.PlanetSettings.ZoneDepth - _maxDepth;
// MinimapGravityQuad.transform.position = gravPos;
// MinimapTintQuad.transform.position = gravPos - Vector3.up*10;
}
}
public class EntityInstance
{
public Entity Entity;
public Transform Transform;
public EntityPrefab Prefab;
public Dictionary<HardpointData, Transform[]> Barrels;
public Dictionary<HardpointData, int> BarrelIndices;
public Dictionary<HardpointData, MeshRenderer> RadiatorMeshes;
public Transform LookAtPoint;
public Transform GetBarrel(HardpointData hardpoint)
{
if (Barrels.ContainsKey(hardpoint))
{
var barrel = Barrels[hardpoint][BarrelIndices[hardpoint]];
BarrelIndices[hardpoint] = (BarrelIndices[hardpoint] + 1) % Barrels[hardpoint].Length;
return barrel;
}
return Transform;
}
}
public class ShipInstance : EntityInstance
{
public (Thruster effect, ParticleSystem system, float baseEmission)[] Particles;
}
[Serializable]
public class InstancedMesh
{
public Mesh Mesh;
public Material Material;
}
public class AsteroidBeltUI
{
private MeshFilter _filter;
private MeshCollider _collider;
private Vector3[] _vertices;
private Vector3[] _normals;
private Vector2[] _uvs;
private int[] _indices;
private Guid _orbitParent;
private Mesh _mesh;
private float _size;
private Zone _zone;
private AsteroidBelt _belt;
private float _scale;
public AsteroidBeltUI(Zone zone, AsteroidBelt belt, MeshFilter meshFilter, MeshCollider collider, int spritesheetWidth, int spritesheetHeight, float scale)
{
_belt = belt;
_zone = zone;
_filter = meshFilter;
_collider = collider;
var orbit = zone.Orbits[belt.Data.Orbit];
_orbitParent = orbit.Data.Parent;
_vertices = new Vector3[_belt.Data.Asteroids.Length*4];
_normals = new Vector3[_belt.Data.Asteroids.Length*4];
_uvs = new Vector2[_belt.Data.Asteroids.Length*4];
_indices = new int[_belt.Data.Asteroids.Length*6];
_scale = scale;
var maxDist = 0f;
var spriteSize = float2(1f / spritesheetWidth, 1f / spritesheetHeight);
// vertex order: bottom left, top left, top right, bottom right
for (var i = 0; i < belt.Data.Asteroids.Length; i++)
{
if (belt.Data.Asteroids[i].Distance > maxDist)
maxDist = belt.Data.Asteroids[i].Distance;
var spriteX = Random.Range(0, spritesheetWidth);
var spriteY = Random.Range(0, spritesheetHeight);
_uvs[i * 4] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y);
_uvs[i * 4 + 1] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y + spriteSize.y);
_uvs[i * 4 + 2] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y + spriteSize.y);
_uvs[i * 4 + 3] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y);
_indices[i * 6] = i * 4;
_indices[i * 6 + 1] = i * 4 + 1;
_indices[i * 6 + 2] = i * 4 + 3;
_indices[i * 6 + 3] = i * 4 + 3;
_indices[i * 6 + 4] = i * 4 + 1;
_indices[i * 6 + 5] = i * 4 + 2;
}
for (var i = 0; i < _normals.Length; i++)
{
_normals[i] = -Vector3.forward;
}
_mesh = new Mesh();
_mesh.vertices = _vertices;
_mesh.uv = _uvs;
_mesh.triangles = _indices;
_mesh.normals = _normals;
_mesh.bounds = new Bounds(Vector3.zero, Vector3.one * maxDist);
_size = maxDist;
_filter.mesh = _mesh;
//_collider.sharedMesh = _mesh;
}
public void Update(float3[] positions)
{
var parentPosition = _zone.GetOrbitPosition(_orbitParent);
for (var i = 0; i < _belt.Data.Asteroids.Length; i++)
{
var rotation = Quaternion.Euler(90, _belt.Rotations[i], 0);
//var position = new Vector3(_belt.Transforms[i].x, _zone.GetHeight(parentPosition), _belt.Transforms[i].y);
_vertices[i * 4] = rotation * new Vector3(-_belt.Scales[i] * _scale,-_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
_vertices[i * 4 + 1] = rotation * new Vector3(-_belt.Scales[i] * _scale,_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
_vertices[i * 4 + 2] = rotation * new Vector3(_belt.Scales[i] * _scale,_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
_vertices[i * 4 + 3] = rotation * new Vector3(_belt.Scales[i] * _scale,-_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
}
_mesh.bounds = new Bounds(new Vector3(parentPosition.x, 0, parentPosition.y), Vector3.one * (_size * 2));
_mesh.vertices = _vertices;
//_collider.sharedMesh = _mesh;
}
}