Converted entity materials to new fade shader Implemented visibility system Refactored per-instance entity code to run inside monobehavior on entity instances Created state machine AI for enemy ships with basic patrol and combat routines Removed legacy AI code (controller item behaviors) Added automatic trigger group assignment for matched weapons Created ship collision system Created shield VFX and colliders
28 lines
648 B
C#
28 lines
648 B
C#
using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public static class Noise1D
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{
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private const float HASHSCALE = 0.1031f;
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static float hash(float p)
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{
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float3 p3 = frac(float3(p) * HASHSCALE);
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p3 += dot(p3, p3.yzx + 19.19f);
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return frac((p3.x + p3.y) * p3.z);
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}
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static float fade(float t) { return t * t * t * (t * (6f* t - 15f) + 10f); }
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static float grad(float hash, float p)
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{
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int i = (int)(1e4 * hash);
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return (i & 1) == 0 ? p : -p;
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}
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public static float noise(float p)
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{
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float pi = floor(p), pf = p - pi, w = fade(pf);
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return lerp(grad(hash(pi), pf), grad(hash(pi + 1.0f), pf - 1.0f), w) * 2.0f;
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}
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}
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