Pull request #14: Jason

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

* commit '20de27e0a46e8b8403eba201a05be4b3aeaf3bed':
  Kinda ok ish looking transition!
  Among else, fixed determined aspect ratio
  Uhm, progress on transition, -ish?
  Trying to sync UI tabs to transition
  Prototyping camera transition
This commit is contained in:
Jason Durand 01 2022-05-15 02:09:15 +00:00
commit 7fe6cc9948
31 changed files with 23016 additions and 0 deletions

20480
Assets/Scenes/Jason.unity Normal file

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rotation : MonoBehaviour {
[SerializeField] float angle;
[SerializeField] float speed;
[SerializeField] float amp;
Vector3 startPos;
void Start() => startPos = transform.position;
void Update() {
transform.rotation *= Quaternion.AngleAxis(angle, Vector3.forward);
transform.position = startPos + Vector3.up * amp * Mathf.Sin(Time.time * speed) + Vector3.right * amp * Mathf.Cos(Time.time * speed);
}
}

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using System;
using System.Collections;
using UnityEngine;
public class WorldSwitcher : MonoBehaviour {
[Range(0, 5)]
[SerializeField] float transitionDuration;
[SerializeField] AnimationCurve transitionCurve;
[SerializeField] WorldInfo[] worldInfos;
[Range(0, 1)]
[SerializeField] float tabWidth;
//TODO Hardcode
[SerializeField]
float quadOffset;
int lastWorldIndex;
int currentWorldIndex;
Coroutine transition;
static readonly int UVOffset = Shader.PropertyToID("_UVOffset");
void Awake() {
if (worldInfos.Length != 3)
Debug.LogWarning("For now, WorldSwitcher should have 3 worlds.");
currentWorldIndex = 1;
lastWorldIndex = 0;
for (int i = 0; i < worldInfos.Length; i++) {
worldInfos[i].material = worldInfos[i].renderQuad.GetComponent<Renderer>().material;
worldInfos[i].GenerateRenderTexture(quadOffset);
}
ResetQuadPositions();
}
public void SwitchWorld(bool right) {
if (transition != null)
return;
if (right ? currentWorldIndex == worldInfos.Length - 1 : currentWorldIndex == 0)
return;
//TODO Block window resize during transition?
foreach (WorldInfo worldInfo in worldInfos) {
if (Screen.width != worldInfo.texture.width || Screen.height != worldInfo.texture.height)
worldInfo.GenerateRenderTexture(quadOffset);
}
lastWorldIndex = currentWorldIndex;
if (right)
currentWorldIndex++;
else
currentWorldIndex--;
transition = StartCoroutine(TransitionCamera(right));
}
void OnGUI() {
if (GUILayout.Button("Left world"))
SwitchWorld(false);
if (GUILayout.Button("Right world"))
SwitchWorld(true);
}
IEnumerator TransitionCamera(bool fromRight) {
WorldInfo lastWorld = worldInfos[lastWorldIndex];
WorldInfo newWorld = worldInfos[currentWorldIndex];
float startTime = Time.time;
Camera lastCam = lastWorld.camera;
while (Time.time < startTime + transitionDuration) {
float t = transitionCurve.Evaluate((Time.time - startTime) / transitionDuration);
newWorld.renderQuad.position = GetQuadOffset(lastCam, newWorld, currentWorldIndex, fromRight, t);
newWorld.material.SetFloat(UVOffset, GetUVOffset(t, fromRight, currentWorldIndex));
yield return null;
}
ResetQuadPositions();
transition = null;
}
Vector3 GetQuadOffset(Camera cam, WorldInfo worldInfo, int index, bool fromRight, float t = 0f) {
float x = fromRight ?
Mathf.Lerp(1f - tabWidth * (worldInfos.Length - index), index * tabWidth, t) :
Mathf.Lerp((1 + index) * tabWidth, 1f - (worldInfos.Length - 1 - index) * tabWidth, t);
Vector3 quadHalfWidthOffset = Vector3.right * (fromRight ? worldInfo.renderQuad.localScale.x / 2f : -worldInfo.renderQuad.localScale.x / 2f);
//TODO Offset epsilon
return cam.ViewportToWorldPoint(new Vector3(
x,
.5f,
quadOffset - Mathf.Abs(currentWorldIndex - index) * .01f)
) + quadHalfWidthOffset;
}
float GetUVOffset(float t, bool fromRight, int index) {
return fromRight ?
Mathf.Lerp(1f - tabWidth * (worldInfos.Length - index), index * tabWidth, t):
Mathf.Lerp(-1f + tabWidth * (index + 1), -(worldInfos.Length - 1 - index) * tabWidth, t);
}
void ResetQuadPositions() {
Camera currCam = worldInfos[currentWorldIndex].camera;
for (int i = 0; i < worldInfos.Length; ++i) {
bool usingRenderTexture = i != currentWorldIndex;
worldInfos[i].SetUsingRenderTexture(usingRenderTexture);
if (usingRenderTexture) {
bool fromRight = i - currentWorldIndex > 0;
worldInfos[i].renderQuad.position = GetQuadOffset(currCam, worldInfos[i], i, fromRight);
worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(0f, fromRight, i));
}
}
}
}
[Serializable]
struct WorldInfo {
public Camera camera;
[HideInInspector] public RenderTexture texture;
public Transform renderQuad;
[HideInInspector] public Material material;
static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture");
public void SetUsingRenderTexture(bool usingTexture) {
if (usingTexture) {
camera.targetTexture = texture;
renderQuad.gameObject.SetActive(true);
}else {
camera.targetTexture = null;
renderQuad.gameObject.SetActive(false);
}
}
public void GenerateRenderTexture(float quadOffset) {
bool usingTexture = !ReferenceEquals(camera.targetTexture, null);
if (usingTexture)
camera.targetTexture = null;
//float height = 2f * Mathf.Atan(Mathf.Deg2Rad * camera.fieldOfView) * quadOffset;
renderQuad.localScale = new Vector3(camera.aspect, 1f, 1f);
texture = new RenderTexture(Screen.width, Screen.height, 32);
material.SetTexture(CameraTexture, texture);
if (usingTexture)
camera.targetTexture = texture;
}
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