Pull request #32: Jason

Merge in CEGJ/creative-jam-20 from jason to main

* commit '25cfbf616af734d714d1353a1eab8ccfb03b33e1':
  Nudged upgrades next to tabs
  Added alert to dimension tab
  Moving healthbars and buttons with tabs
This commit is contained in:
Jason Durand 01 2022-05-15 19:14:08 +00:00
commit 10056276fc
5 changed files with 1272 additions and 153 deletions

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View File

@ -4,7 +4,7 @@ using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
[Serializable] [Serializable]
public class IntEvent : UnityEvent<int> { } public class IntEvent : UnityEvent<int> {}
public class WorldSwitcher : MonoBehaviour { public class WorldSwitcher : MonoBehaviour {
[Range(0, 5)] [Range(0, 5)]
@ -13,12 +13,17 @@ public class WorldSwitcher : MonoBehaviour {
[SerializeField] float fadeDuration;*/ [SerializeField] float fadeDuration;*/
[SerializeField] AnimationCurve transitionCurve; [SerializeField] AnimationCurve transitionCurve;
//[SerializeField] AnimationCurve fadeCurve; //[SerializeField] AnimationCurve fadeCurve;
[SerializeField] WorldInfo[] worldInfos; [SerializeField] WorldInfo[] worldInfos;
[Range(0, 1)] [Range(0, 1)]
[SerializeField] float tabWidth; [SerializeField] float tabWidth;
[SerializeField] float healthBarPosFromTabEdge;
[SerializeField] float buttonPosFromTabEdge;
[SerializeField] float alertPosFromTabEdge;
//TODO Hardcode //TODO Hardcode
[SerializeField] [SerializeField]
float quadOffset; float quadOffset;
@ -26,6 +31,7 @@ public class WorldSwitcher : MonoBehaviour {
int lastWorldIndex; int lastWorldIndex;
int currentWorldIndex; int currentWorldIndex;
Coroutine transition; Coroutine transition;
static readonly int UVOffset = Shader.PropertyToID("_UVOffset"); static readonly int UVOffset = Shader.PropertyToID("_UVOffset");
//static readonly int Opacity = Shader.PropertyToID("_Opacity"); //static readonly int Opacity = Shader.PropertyToID("_Opacity");
@ -83,18 +89,32 @@ public class WorldSwitcher : MonoBehaviour {
float startTime = Time.time; float startTime = Time.time;
Camera lastCam = lastWorld.camera; Camera lastCam = lastWorld.camera;
if (fromRight) {
for (int i = lastWorldIndex - 1; i >= currentWorldIndex; --i) {
worldInfos[i].healthBar.gameObject.SetActive(false);
worldInfos[i].button.gameObject.SetActive(false);
worldInfos[i].alert.gameObject.SetActive(false);
}
} else {
for (int i = lastWorldIndex + 1; i <= currentWorldIndex; ++i) {
worldInfos[i].healthBar.gameObject.SetActive(false);
worldInfos[i].button.gameObject.SetActive(false);
worldInfos[i].alert.gameObject.SetActive(false);
}
}
while (Time.time < startTime + transitionDuration) { while (Time.time < startTime + transitionDuration) {
float t = transitionCurve.Evaluate((Time.time - startTime) / transitionDuration); float t = transitionCurve.Evaluate((Time.time - startTime) / transitionDuration);
if (fromRight) { if (fromRight) {
for (int i = lastWorldIndex - 1; i >= currentWorldIndex; --i) { for (int i = lastWorldIndex - 1; i >= currentWorldIndex; --i) {
worldInfos[i].renderQuad.position = GetQuadOffset(lastCam, worldInfos[i], i, fromRight, true, t); worldInfos[i].renderQuad.position = GetQuadOffset(lastCam, worldInfos[i], i, true, true, t);
worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(t, fromRight, i)); worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(t, true, i));
} }
} else { } else {
for (int i = lastWorldIndex + 1; i <= currentWorldIndex; ++i) { for (int i = lastWorldIndex + 1; i <= currentWorldIndex; ++i) {
worldInfos[i].renderQuad.position = GetQuadOffset(lastCam, worldInfos[i], i, fromRight, true, t); worldInfos[i].renderQuad.position = GetQuadOffset(lastCam, worldInfos[i], i, false, true, t);
worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(t, fromRight, i)); worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(t, false, i));
} }
} }
@ -117,14 +137,10 @@ public class WorldSwitcher : MonoBehaviour {
} }
Vector3 GetQuadOffset(Camera cam, WorldInfo worldInfo, int index, bool fromRight, bool moving, float t = 0f) { Vector3 GetQuadOffset(Camera cam, WorldInfo worldInfo, int index, bool fromRight, bool moving, float t = 0f) {
float x = fromRight ? float x = fromRight ? Mathf.Lerp((1 + index) * tabWidth, 1f - (worldInfos.Length - 1 - index) * tabWidth, t) : Mathf.Lerp(1f - tabWidth * (worldInfos.Length - index), index * tabWidth, t);
Mathf.Lerp((1 + index) * tabWidth, 1f - (worldInfos.Length - 1 - index) * tabWidth, t) :
Mathf.Lerp(1f - tabWidth * (worldInfos.Length - index), index * tabWidth, t);
Vector3 quadHalfWidthOffset = Vector3.right * (fromRight ? -worldInfo.renderQuad.localScale.x / 2f : worldInfo.renderQuad.localScale.x / 2f); Vector3 quadHalfWidthOffset = Vector3.right * (fromRight ? -worldInfo.renderQuad.localScale.x / 2f : worldInfo.renderQuad.localScale.x / 2f);
float depthOffset = moving ? float depthOffset = moving ? Mathf.Abs(currentWorldIndex - index) * .0001f : -Mathf.Abs(currentWorldIndex - index) * .0001f;
Mathf.Abs(currentWorldIndex - index) * .0001f :
-Mathf.Abs(currentWorldIndex - index) * .0001f;
//TODO Offset epsilon //TODO Offset epsilon
return cam.ViewportToWorldPoint( return cam.ViewportToWorldPoint(
@ -138,10 +154,16 @@ public class WorldSwitcher : MonoBehaviour {
float GetUVOffset(float t, bool fromRight, int index) { float GetUVOffset(float t, bool fromRight, int index) {
return fromRight ? return fromRight ?
Mathf.Lerp(-1f + tabWidth * (index + 1), -(worldInfos.Length - 1 - index) * tabWidth, t): Mathf.Lerp(-1f + tabWidth * (index + 1), -(worldInfos.Length - 1 - index) * tabWidth, t) :
Mathf.Lerp(1f - tabWidth * (worldInfos.Length - index), index * tabWidth, t); Mathf.Lerp(1f - tabWidth * (worldInfos.Length - index), index * tabWidth, t);
} }
float GetTabUIPos(float t, bool fromRight, int index, float offset) {
return fromRight ?
Mathf.Lerp(tabWidth * (index + 1), -(worldInfos.Length - 1 - index) * tabWidth, t) - offset :
Mathf.Lerp(1f - tabWidth * (worldInfos.Length - index), index * tabWidth, t) + offset;
}
void ResetQuadPositions() { void ResetQuadPositions() {
Camera currCam = worldInfos[currentWorldIndex].camera; Camera currCam = worldInfos[currentWorldIndex].camera;
LayerMask currLayer = worldInfos[currentWorldIndex].layer; LayerMask currLayer = worldInfos[currentWorldIndex].layer;
@ -155,6 +177,28 @@ public class WorldSwitcher : MonoBehaviour {
bool fromRight = i - currentWorldIndex < 0; bool fromRight = i - currentWorldIndex < 0;
worldInfos[i].renderQuad.position = GetQuadOffset(currCam, worldInfos[i], i, fromRight, false); worldInfos[i].renderQuad.position = GetQuadOffset(currCam, worldInfos[i], i, fromRight, false);
worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(0f, fromRight, i)); worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(0f, fromRight, i));
worldInfos[i].healthBar.gameObject.SetActive(true);
worldInfos[i].healthBar.position = new Vector3(
Screen.width * GetTabUIPos(0f, fromRight, i, healthBarPosFromTabEdge),
worldInfos[i].healthBar.position.y,
worldInfos[i].healthBar.position.z
);
worldInfos[i].button.gameObject.SetActive(true);
worldInfos[i].button.position = new Vector3(
Screen.width * GetTabUIPos(0f, fromRight, i, buttonPosFromTabEdge),
worldInfos[i].button.position.y,
worldInfos[i].button.position.z
);
worldInfos[i].alert.gameObject.SetActive(true);
worldInfos[i].alert.position = new Vector3(
Screen.width * GetTabUIPos(0f, fromRight, i, alertPosFromTabEdge),
worldInfos[i].alert.position.y,
worldInfos[i].alert.position.z
);
}else {
worldInfos[i].healthBar.gameObject.SetActive(false);
worldInfos[i].button.gameObject.SetActive(false);
worldInfos[i].alert.gameObject.SetActive(false);
} }
} }
} }
@ -166,7 +210,11 @@ struct WorldInfo {
[HideInInspector] public RenderTexture texture; [HideInInspector] public RenderTexture texture;
public Transform renderQuad; public Transform renderQuad;
[HideInInspector] public Material material; [HideInInspector] public Material material;
public RectTransform healthBar;
public RectTransform button;
public RectTransform alert;
public int layer; public int layer;
static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture"); static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture");
public void SetUsingRenderTexture(bool usingTexture, int layer) { public void SetUsingRenderTexture(bool usingTexture, int layer) {
@ -174,7 +222,7 @@ struct WorldInfo {
camera.targetTexture = texture; camera.targetTexture = texture;
renderQuad.gameObject.SetActive(true); renderQuad.gameObject.SetActive(true);
renderQuad.gameObject.layer = layer; renderQuad.gameObject.layer = layer;
}else { } else {
camera.targetTexture = null; camera.targetTexture = null;
renderQuad.gameObject.SetActive(false); renderQuad.gameObject.SetActive(false);
} }