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
110 lines
4.1 KiB
C#
110 lines
4.1 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 UnityEngine;
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using UnityEngine.InputSystem;
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public class MapView : MonoBehaviour
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{
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public Camera Main;
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public Camera MinimapGravity;
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public Camera Minimap;
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public MeshRenderer GravityRenderer;
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public float ZoomSpeed;
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public SectorRenderer SectorRenderer;
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private Transform _minimapTransform;
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private CopyTransform _minimapCopyTransform;
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private RenderTexture _minimapTexture;
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private Transform _minimapGravityTransform;
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private CopyTransform _minimapGravityCopyTransform;
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private RenderTexture _minimapGravityTexture;
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private Transform _gravityRendererTransform;
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private CopyTransform _gravityRendererCopyTransform;
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private RenderTexture _fullscreenGravityTexture;
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private AetheriaInput.UIActions _input;
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private float _viewDistance = 1024;
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private float _aspectRatio;
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private Vector3 _previousGravityRendererScale;
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void OnEnable()
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{
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_aspectRatio = (float) Screen.width / Screen.height;
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Main.gameObject.SetActive(false);
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_minimapTexture = Minimap.targetTexture;
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_minimapTransform = Minimap.transform;
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_minimapCopyTransform = Minimap.GetComponent<CopyTransform>();
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_minimapCopyTransform.enabled = false;
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_minimapGravityTexture = MinimapGravity.targetTexture;
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_minimapGravityTransform = MinimapGravity.transform;
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_minimapGravityCopyTransform = MinimapGravity.GetComponent<CopyTransform>();
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_minimapGravityCopyTransform.enabled = false;
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_gravityRendererTransform = GravityRenderer.transform;
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_gravityRendererCopyTransform = GravityRenderer.GetComponent<CopyTransform>();
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_gravityRendererCopyTransform.enabled = false;
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_previousGravityRendererScale = _gravityRendererTransform.localScale;
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_fullscreenGravityTexture = new RenderTexture(Screen.width / 2, Screen.height / 2, 1, RenderTextureFormat.RFloat);
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GravityRenderer.material.mainTexture = _fullscreenGravityTexture;
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MinimapGravity.targetTexture = _fullscreenGravityTexture;
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Minimap.targetTexture = null;
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SetZoom();
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}
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void SetZoom()
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{
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SectorRenderer.ViewDistance = _viewDistance * _aspectRatio;
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Minimap.orthographicSize = MinimapGravity.orthographicSize = _viewDistance;
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_gravityRendererTransform.localScale = new Vector3(_viewDistance*_aspectRatio*2, _viewDistance*2, 1);
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}
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public void BindInput(AetheriaInput.UIActions input)
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{
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_input = input;
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_input.ScrollWheel.performed += OnScroll;
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}
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private void OnScroll(InputAction.CallbackContext context)
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{
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_viewDistance *= (1 - context.ReadValue<Vector2>().y * ZoomSpeed);
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SetZoom();
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}
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void Update()
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{
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if (_input.Click.ReadValue<float>() > .5f)
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{
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var delta = _input.Drag.ReadValue<Vector2>();
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var pos = _minimapTransform.position;
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pos.x -= delta.x * _viewDistance / Screen.height;
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pos.z -= delta.y * _viewDistance / Screen.height;
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var gravPos = _gravityRendererTransform.position;
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gravPos.x = pos.x;
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gravPos.z = pos.z;
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_gravityRendererTransform.position = gravPos;
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Main.transform.position = _minimapTransform.position = _minimapGravityTransform.position = pos;
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}
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}
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private void OnDisable()
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{
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_input.ScrollWheel.performed -= OnScroll;
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Main.gameObject.SetActive(true);
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_minimapGravityCopyTransform.enabled = true;
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_minimapCopyTransform.enabled = true;
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_gravityRendererCopyTransform.enabled = true;
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Minimap.targetTexture = _minimapTexture;
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MinimapGravity.targetTexture = _minimapGravityTexture;
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GravityRenderer.material.mainTexture = _minimapGravityTexture;
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_fullscreenGravityTexture.Release();
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}
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}
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