Space-Smash-Out/Assets/Scripts/NimbleZoneDetection.cs
2024-04-03 16:48:59 +02:00

231 lines
7.8 KiB
C#

using System;
using System.Reflection;
using log4net;
using Managers;
using Unity.Mathematics;
using UnityEngine;
using static AffectingForcesManager;
public class NimbleZoneDetection : MonoBehaviour
{
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public AffectingForcesManager forcesManager;
public GameObject renderedZoneObject;
public enum Gravities
{
DownGravity, NoGravity, InwardsGravity, OutwardsGravity
}
[SerializeField]
private static float gravityFactor = 30f;
[SerializeField]
private Gravities outsideGravityFunction = Gravities.NoGravity;
[SerializeField]
private Zone zone = Zone.NimbleZone;
// Ripple properties
// These influence the shader on the nimble zone
[SerializeField]
private float rippleFrequency = 3f;
[SerializeField]
private float rippleDensity = 30f;
[SerializeField]
private float rippleAmplitude = 0.1f;
[SerializeField]
private float rippleRadius = 1f;
[SerializeField]
private float rippleDuration = 1f;
[SerializeField]
private float impactVelocityModifier = 1f;
[SerializeField, Tooltip("Minimum ripple effect intensity.")]
[Range(0, 1)]
private float minImpact = 0.2f;
[SerializeField, Tooltip("Velocity which makes the highest/most intense ripples.")]
private float maxVelocity = 45f;
private int maxRippleAmount = 5;
private MeshRenderer meshRenderer;
private Material material;
void Awake()
{
meshRenderer = renderedZoneObject.GetComponent<MeshRenderer>();
material = meshRenderer.material;
ResetRippleShaderProperties();
}
/// <summary>
/// Array of the available gravities.
/// </summary>
private Func<Transform, Vector3>[] gravityFunctions =
{ DownGravity, NoGravity, InwardsGravity, OutwardsGravity };
/// <summary>
/// Function which returns a gravity zero vector.
/// </summary>
private static Func<Transform, Vector3> NoGravity =
new(transform => new Vector3());
/// <summary>
/// Function which returns a gravity vector downwards, depending
/// on the parent transforms rotation.
/// The parenting transform for a ship is the arena it's in.
/// </summary>
private static Func<Transform, Vector3> DownGravity =
new(transform => transform.parent.rotation * Vector3.down * gravityFactor);
/// <summary>
/// Function which returns a gravity vector towards the center of the parenting transform.
/// The parenting transform for a ship is the arena it's in.
/// </summary>
private static Func<Transform, Vector3> InwardsGravity =
new(transform => (transform.position - transform.parent.position).normalized * -gravityFactor);
/// <summary>
/// Function which returns a gravity vector outwards from the center of the parenting transform.
/// The parenting transform for a ship is the arena it's in.
/// </summary>
private static Func<Transform, Vector3> OutwardsGravity =
new Func<Transform, Vector3>(transform =>
(transform.position - transform.parent.position).normalized * gravityFactor);
public Func<Transform, Vector3> GetGravityFunction(Gravities gravity)
{
return gravityFunctions[(int)gravity];
}
private void OnTriggerEnter(Collider collider)
{
int instanceID = collider.gameObject.GetInstanceID();
if (collider.tag == "Spike" && MatchManager.G.matchState == MatchState.Match)
{
SpawnRipple(collider, false);
return;
}
if (collider.tag == "Ship")
{
forcesManager.SetGravityForInstance(instanceID, NoGravity);
forcesManager.SetZoneForInstance(instanceID, zone);
}
}
private void OnTriggerExit(Collider collider)
{
int instanceID = collider.gameObject.GetInstanceID();
if (collider.tag == "Spike" && MatchManager.G.matchState == MatchState.Match)
{
SpawnRipple(collider, true);
return;
}
if (collider.tag == "Ship")
{
forcesManager.SetGravityForInstance(instanceID,
GetGravityFunction(outsideGravityFunction));
forcesManager.SetZoneForInstance(instanceID, Zone.OutsideZone);
}
}
private void Update()
{
material.SetFloat("_ShaderTime", Time.timeSinceLevelLoad);
}
/// <summary>
/// Calculates the effect which a given velocity has on a ripple property.
/// </summary>
/// <param name="duration">Initial value of the ripple property</param>
/// <param name="velocity">Velocity of the impact</param>
/// <returns></returns>
private float ImpactVelocityEffect(float initial, float velocity)
{
return math.max(math.smoothstep(0, maxVelocity, velocity), minImpact)
* impactVelocityModifier * initial;
}
/// <summary>
/// Spawns ripples on the shader of the nimble zone.
/// Up to 5 parallel ripples.
/// </summary>
/// <param name="collider"></param>
/// <param name="isOutwardsRipple"></param>
private void SpawnRipple(Collider collider, bool isOutwardsRipple)
{
Rigidbody body = collider.attachedRigidbody;
GameObject gameObject = collider.gameObject;
float velocity = body.velocity.magnitude;
Vector3 position = gameObject.transform.position - transform.position;
position = transform.InverseTransformDirection(position).normalized;
Vector4[] rippleOrigins = material.GetVectorArray("_RippleOrigins");
float currentTime = Time.timeSinceLevelLoad;
float[] startedTimes = material.GetFloatArray("_RippleStartTimes");
float[] startedRippleDurations = material.GetFloatArray("_RippleDurations");
float[] rippleAmplitudes = material.GetFloatArray("_RippleAmplitudes");
float[] rippleFrequencies = material.GetFloatArray("_RippleFrequencies");
float[] rippleDensities = material.GetFloatArray("_RippleDensities");
float[] rippleRadii = material.GetFloatArray("_RippleRadii");
if (startedTimes == null)
{
Log.Warn("Ripple shader properties are null. Reseting shader");
ResetRippleShaderProperties();
return;
}
for (int i = 0; i < startedTimes.Length; ++i)
{
if (startedTimes[i] + startedRippleDurations[i] < currentTime)
{
rippleOrigins[i] = new Vector4(position.x, position.y, position.z, 0);
material.SetVectorArray("_RippleOrigins", rippleOrigins);
startedTimes[i] = currentTime;
material.SetFloatArray("_RippleStartTimes", startedTimes);
float amplitude = isOutwardsRipple ? rippleAmplitude : -rippleAmplitude;
rippleAmplitudes[i] = ImpactVelocityEffect(amplitude, velocity);
rippleFrequencies[i] = ImpactVelocityEffect(rippleFrequency, velocity);
rippleDensities[i] = ImpactVelocityEffect(rippleDensity, velocity);
startedRippleDurations[i] = ImpactVelocityEffect(rippleDuration, velocity);
rippleRadii[i] = ImpactVelocityEffect(rippleRadius, velocity);
material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
material.SetFloatArray("_RippleFrequencies", rippleFrequencies);
material.SetFloatArray("_RippleDensities", rippleDensities);
material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
material.SetFloatArray("_RippleDurations", startedRippleDurations);
material.SetFloatArray("_RippleRadii", rippleRadii);
break;
}
}
}
/// <summary>
/// Resets the ripple shaders exposed properties to 0
/// </summary>
private void ResetRippleShaderProperties()
{
Vector4[] rippleOrigins = new Vector4[maxRippleAmount];
float[] startedTimes = new float[maxRippleAmount];
float[] rippleAmplitudes = new float[maxRippleAmount];
float[] rippleFrequencies = new float[maxRippleAmount];
float[] rippleDensities = new float[maxRippleAmount];
float[] rippleDurations = new float[maxRippleAmount];
float[] rippleRadii = new float[maxRippleAmount];
// Initialize Ripple Shader Properties
material.SetVectorArray("_RippleOrigins", rippleOrigins);
material.SetFloatArray("_RippleStartTimes", startedTimes);
material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
material.SetFloatArray("_RippleFrequencies", rippleFrequencies);
material.SetFloatArray("_RippleDensities", rippleDensities);
material.SetFloatArray("_RippleDurations", rippleDurations);
material.SetFloatArray("_RippleRadii", rippleRadii);
}
}