Changed title font to Montserrat Added trailer-specific camera transitions Added key to hide UI Fixed input listening while console is open Added animated zone reveal effect in galaxy map Added Ping action for sensors Added debug console commands (e.g. give command to get any item in legendary+ quality) Temporarily disabled wwise Fixed infinite loop in weapon penetration code Guided missiles now predict target position Fixed hitscan weapons Fixed invisible enemies bug Fixed various loadout generator issues (can now generate turrets!) Fixed wormhole crash when enemy is targeted Saving/loading current zone time when exiting game (planets keep their positions) Created slime simulation in test scene - WIP
72 lines
3.2 KiB
C#
72 lines
3.2 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 static Unity.Mathematics.math;
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//[ExecuteInEditMode]
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public class SunMaterial : MonoBehaviour
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{
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public float SpeedMultiplier = 1;
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public float FirstOffsetDomainRotationSpeed = .01f;
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public float FirstOffsetRotationSpeed = .01f;
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public float SecondOffsetDomainRotationSpeed = .01f;
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public float SecondOffsetRotationSpeed = .01f;
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public float AlbedoRotationSpeed = .01f;
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public Vector3 LightingDirection;
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private float _firstOffsetDomainRotation;
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private float _firstOffsetRotation;
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private float _secondOffsetDomainRotation;
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private float _secondOffsetRotation;
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private float _albedoRotation;
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private Material _material;
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private Orbit _orbit;
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void OnEnable()
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{
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var mesh = GetComponent<MeshRenderer>();
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if (mesh == null)
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{
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enabled = false;
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return;
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}
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_material = mesh.material;
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_firstOffsetDomainRotation = Random.value * Mathf.PI;
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_firstOffsetRotation = Random.value * Mathf.PI;
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_secondOffsetDomainRotation = Random.value * Mathf.PI;
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_secondOffsetRotation = Random.value * Mathf.PI;
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_albedoRotation = Random.value * Mathf.PI;
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}
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public void ApplyGradient(Gradient gradient)
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{
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var tex = gradient.ToTexture();
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if (_material.HasProperty("_ColorRamp"))
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{
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_material.SetTexture("_ColorRamp", tex);
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}
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}
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private void OnWillRenderObject()
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{
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_firstOffsetDomainRotation += FirstOffsetDomainRotationSpeed * SpeedMultiplier * Time.deltaTime;
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_firstOffsetRotation += FirstOffsetRotationSpeed * SpeedMultiplier * Time.deltaTime;
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_secondOffsetDomainRotation += SecondOffsetDomainRotationSpeed * SpeedMultiplier * Time.deltaTime;
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_secondOffsetRotation += SecondOffsetRotationSpeed * SpeedMultiplier * Time.deltaTime;
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_albedoRotation += AlbedoRotationSpeed * SpeedMultiplier * Time.deltaTime;
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_material.SetVector("_LightingDirection", LightingDirection);
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_material.SetMatrix("_FirstOffsetDomainRotation", Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, Mathf.Rad2Deg * _firstOffsetDomainRotation, 0), Vector3.one));
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_material.SetMatrix("_FirstOffsetRotation", Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Mathf.Rad2Deg * Mathf.Sin(_firstOffsetRotation), Mathf.Rad2Deg * Mathf.Cos(_firstOffsetRotation), 0), Vector3.one));
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_material.SetMatrix("_SecondOffsetDomainRotation", Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, Mathf.Rad2Deg * _secondOffsetDomainRotation, 0), Vector3.one));
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_material.SetMatrix("_SecondOffsetRotation", Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(Mathf.Rad2Deg * Mathf.Sin(_secondOffsetRotation), Mathf.Rad2Deg * Mathf.Cos(_secondOffsetRotation), 0), Vector3.one));
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_material.SetMatrix("_AlbedoRotation", Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, Mathf.Rad2Deg * _albedoRotation, 0), Vector3.one));
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}
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}
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