Created field bubble shields / propulsion, currently just a prototype with its own test scene
112 lines
No EOL
5 KiB
C#
112 lines
No EOL
5 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using Random = UnityEngine.Random;
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public class FieldTester : MonoBehaviour
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{
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public int PickupCount;
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public ItemPickup[] PickupPrefabs;
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public float PickupTravelDistance;
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public float PickupTravelTimeMin;
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public float PickupTravelTimeMax;
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public float PickupSizeMin;
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public float PickupSizeMax;
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public float ScaleExponent;
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public float PickupSpawnDistanceMin;
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public float PickupSpawnDistanceMax;
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public Camera Camera;
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public FieldDriver TestField;
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public PropertiesPanel Properties;
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private AetheriaInput _input;
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private bool _forceThrust;
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private float _throttleDecay = 2;
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private bool _directionalPush;
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private float _twistFront;
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private float _twistRear;
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private List<(float lerp, float time, Transform transform)> _pickups = new List<(float lerp, float time, Transform transform)>();
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private void Start()
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{
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_input = new AetheriaInput();
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_input.Player.Enable();
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Properties.AddField("Time Scale", () => Time.timeScale, f => Time.timeScale = f, 0, 2);
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Properties.AddField("FOV", () => Camera.fieldOfView, f => Camera.fieldOfView = f, 15, 45);
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Properties.AddButton("Melee", () => TestField.Melee());
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Properties.AddField("Force Thrust", () => _forceThrust, b => _forceThrust = b);
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Properties.AddField("Directional Push", () => _directionalPush, b => _directionalPush = b);
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Properties.AddField("Throttle Decay", () => _throttleDecay, f => _throttleDecay = f);
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Properties.Inspect(TestField, true, true);
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Properties.AddProperty("Current Hits", () => TestField.HitCount.ToString());
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Properties.AddProperty("Push X", () => $"{(int)(TestField.Push.x * 100)}%");
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Properties.AddProperty("Push Y", () => $"{(int)(TestField.Push.y * 100)}%");
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Properties.AddProperty("Front Twist", () => $"{(int)(TestField.FrontTwist * 100)}%");
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Properties.AddProperty("Rear Twist", () => $"{(int)(TestField.RearTwist * 100)}%");
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for (int i = 0; i < PickupCount; i++)
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{
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var l = (float)i / PickupCount;
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var pickup = Instantiate(PickupPrefabs[(int)(l * PickupPrefabs.Length)], transform);
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var i1 = i;
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var click = pickup.GetComponent<ClickableCollider>();
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click.OnClick += (collider, data, ray, hit) =>
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{
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if (!TestField.CanGrab) return;
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click.Clear();
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var p = _pickups[i1];
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var travelTime = lerp(PickupTravelTimeMin, PickupTravelTimeMax, l);
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TestField.GrabObject(p.transform, Vector3.forward * (PickupTravelDistance / travelTime));
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p.transform = null;
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_pickups[i1] = p;
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};
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pickup.ScanLabelContainer.gameObject.SetActive(false);
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pickup.enabled = false;
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var pickupTransform = pickup.transform;
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var time = Random.value;
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var circle = Random.insideUnitCircle.normalized * Random.Range(PickupSpawnDistanceMin,PickupSpawnDistanceMax);
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pickupTransform.position = new Vector3(circle.x,circle.y, (time-.5f)*PickupTravelDistance);
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_pickups.Add((l, time, pickupTransform));
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}
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}
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private void Update()
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{
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var move = _forceThrust ? float2(0,1) : (float2)_input.Player.Move.ReadValue<Vector2>();
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var turn = _input.Player.Turn.ReadValue<float>();
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if (_directionalPush)
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{
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TestField.Push = AetheriaMath.Damp(TestField.Push, move, _throttleDecay, Time.deltaTime);
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TestField.FrontTwist = AetheriaMath.Damp(TestField.FrontTwist,
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turn,
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_throttleDecay, Time.deltaTime);
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TestField.RearTwist = AetheriaMath.Damp(TestField.RearTwist,
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turn,
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_throttleDecay, Time.deltaTime);
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}
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else
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{
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TestField.Push = AetheriaMath.Damp(TestField.Push, float2(0,move.y), _throttleDecay, Time.deltaTime);
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TestField.FrontTwist = AetheriaMath.Damp(TestField.FrontTwist,
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clamp(turn + move.x, -1, 1) * (1+min(move.y,0)),
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_throttleDecay, Time.deltaTime);
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TestField.RearTwist = AetheriaMath.Damp(TestField.RearTwist,
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clamp(turn - move.x, -1, 1) * (1+min(-move.y,0)),
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_throttleDecay, Time.deltaTime);
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}
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for (var i = 0; i < _pickups.Count; i++)
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{
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var (l, time, t) = _pickups[i];
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if (t == null) continue;
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time = frac(time + Time.deltaTime / lerp(PickupTravelTimeMin, PickupTravelTimeMax, l));
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t.localScale = Vector3.one * lerp(PickupSizeMin, PickupSizeMax, l) * Zone.PowerPulse(time - .5f, ScaleExponent);
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t.position = new Vector3(t.position.x, t.position.y, (time - .5f) * PickupTravelDistance);
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_pickups[i] = (l, time, t);
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}
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}
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} |