Added MPL license headers SectorRenderer renders entities in sector, manages particle systems for ship thrusters Thrusters apply torque based on orientation and position relative to ship center of mass GameManager controls the player ship's thrusters Player can dock with station if they are near
123 lines
No EOL
3.7 KiB
C#
123 lines
No EOL
3.7 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.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.IO;
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using System.Linq;
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using static Unity.Mathematics.math;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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[ExecuteInEditMode]
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public class GradientMapper : MonoBehaviour
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{
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[Header("Gradient map parameters")] public Vector2Int GradientMapDimensions = new Vector2Int(32, 1);
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public Gradient Gradient;
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[Header("Enable testing")] public bool Testing = false;
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private MeshRenderer _meshRenderer;
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private Material _material;
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[HideInInspector] public Texture2D Texture;
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public static int TotalMaps = 0;
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private void OnEnable()
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{
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_meshRenderer = GetComponent<MeshRenderer>();
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if (_meshRenderer == null)
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{
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Debug.LogWarning("No mesh renderer on this game object! Removing GradientMapper");
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DestroyImmediate(this);
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}
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else
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{
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_material = _meshRenderer.sharedMaterial;
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}
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}
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void Update()
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{
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if (Testing)
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{
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ApplyGradient(Gradient);
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}
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}
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public void ApplyGradient(Gradient gradient)
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{
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Texture = new Texture2D(GradientMapDimensions.x, GradientMapDimensions.y);
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Texture.wrapMode = TextureWrapMode.Clamp;
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for (int x = 0; x < GradientMapDimensions.x; x++)
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{
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for (int y = 0; y < GradientMapDimensions.y; y++)
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{
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Texture.SetPixel(x, y, gradient.Evaluate( max((float)x / GradientMapDimensions.x,(float)y / GradientMapDimensions.y)));
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}
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}
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Texture.Apply();
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if (_material.HasProperty("_ColorRamp"))
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{
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_material.SetTexture("_ColorRamp", Texture);
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}
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}
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(GradientMapper))]
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public class GradientMapperEditor : Editor
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{
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private int _subfolder;
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private string[] Subfolders = {"Sun", "Gas Giant"};
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public override void OnInspectorGUI()
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{
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GradientMapper gradientMapper = target as GradientMapper;
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DrawDefaultInspector();
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if (gradientMapper.Testing)
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{
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EditorGUILayout.HelpBox("Testing is active.", MessageType.Warning, true);
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}
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_subfolder = EditorGUILayout.Popup("Subfolder", _subfolder, Subfolders);
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if (GUILayout.Button("Make Gradient Map"))
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{
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gradientMapper.Testing = false;
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if (!AssetDatabase.IsValidFolder("Assets/Resources/Gradients"))
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{
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AssetDatabase.CreateFolder("Assets/Resources/", "Gradients");
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AssetDatabase.SaveAssets();
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}
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if (!Directory.Exists($"{Application.dataPath}Resources/Gradients/{Subfolders[_subfolder]}"))
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{
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Directory.CreateDirectory($"{Application.dataPath}/Resources/Gradients/{Subfolders[_subfolder]}");
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GradientMapper.TotalMaps = 0;
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}
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else
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{
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GradientMapper.TotalMaps = Directory.GetFiles(Application.dataPath + "/Resources/Gradients/").Length;
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}
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byte[] bytes = gradientMapper.Texture.EncodeToPNG();
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string fileName;
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do fileName = $"{Application.dataPath}/Resources/Gradients/{Subfolders[_subfolder] + '/'}gradient_{GradientMapper.TotalMaps++}.png";
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while (File.Exists(fileName));
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File.WriteAllBytes(fileName, bytes);
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AssetDatabase.Refresh();
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Debug.Log("Gradient map saved!");
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}
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}
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}
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#endif |