Prototyping camera transition
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Assets/Scenes/Jason.unity
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1490
Assets/Scenes/Jason.unity
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Assets/Scripts/Rotation.cs
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Assets/Scripts/Rotation.cs
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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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public class Rotation : MonoBehaviour {
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[SerializeField] float angle;
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[SerializeField] float speed;
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[SerializeField] float amp;
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Vector3 startPos;
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void Start() => startPos = transform.position;
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void Update() {
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transform.rotation *= Quaternion.AngleAxis(angle, Vector3.forward);
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transform.position = startPos + Vector3.up * amp * Mathf.Sin(Time.time * speed) + Vector3.right * amp * Mathf.Cos(Time.time * speed);
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}
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}
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84
Assets/Scripts/WorldSwitcher.cs
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Assets/Scripts/WorldSwitcher.cs
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using System;
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using System.Collections;
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using UnityEngine;
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public class WorldSwitcher : MonoBehaviour {
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[Range(0, 5)]
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[SerializeField] float transitionDuration;
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[SerializeField] AnimationCurve transitionCurve;
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[SerializeField] Camera[] cameras;
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[SerializeField] Transform renderQuad;
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[SerializeField] float quadOffset;
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int lastWorldIndex;
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int currentWorldIndex;
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Coroutine transition;
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RenderTexture renderTexture;
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Material renderMaterial;
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void Awake() {
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if (cameras.Length <= 1)
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Debug.LogWarning("WorldSwitcher should have multiple cameras");
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currentWorldIndex = 0;
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lastWorldIndex = 0;
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renderMaterial = renderQuad.GetComponent<Renderer>().material;
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GenerateRenderTexture();
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}
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public void SwitchWorld(int index) {
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if (index == currentWorldIndex)
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return;
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if (index < 0 || index >= cameras.Length)
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throw new IndexOutOfRangeException($"{index} is not an available world.");
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lastWorldIndex = currentWorldIndex;
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currentWorldIndex = index;
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Camera currCam = cameras[currentWorldIndex];
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currCam.enabled = true;
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//TODO Block window resize during transition?
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if (Screen.width != renderTexture.width || Screen.height != renderTexture.height)
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GenerateRenderTexture();
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currCam.targetTexture = renderTexture;
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renderQuad.localScale = new Vector3(cameras[lastWorldIndex].aspect, 1f, 1f);
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transition = StartCoroutine(TransitionCamera());
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}
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void OnGUI() {
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for (int i = 0; i < cameras.Length; ++i) {
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if (i == currentWorldIndex)
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continue;
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if (GUILayout.Button($"World {i}"))
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SwitchWorld(i);
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}
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}
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IEnumerator TransitionCamera() {
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float startTime = Time.time;
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Transform lastCam = cameras[lastWorldIndex].transform;
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while (Time.time < startTime + transitionDuration) {
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float t = transitionCurve.Evaluate((Time.time - startTime) / transitionDuration);
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renderQuad.position = lastCam.position + Vector3.forward * quadOffset + Vector3.right * (2f * t - 2f);
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yield return null;
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}
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cameras[currentWorldIndex].targetTexture = null;
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cameras[lastWorldIndex].enabled = false;
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transition = null;
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}
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void GenerateRenderTexture() {
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renderTexture = new RenderTexture(Screen.width, Screen.height, 32);
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renderMaterial.mainTexture = renderTexture;
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}
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}
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- _EnvironmentReflections: 1
|
||||
- _GlossMapScale: 0
|
||||
- _Glossiness: 0
|
||||
- _GlossyReflections: 0
|
||||
- _Metallic: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.005
|
||||
- _QueueOffset: 0
|
||||
- _ReceiveShadows: 1
|
||||
- _SampleGI: 0
|
||||
- _Smoothness: 0.5
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _Surface: 0
|
||||
- _WorkflowMode: 1
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
8
Assets/Shader Stuff/RenderTextureMat.mat.meta
Normal file
8
Assets/Shader Stuff/RenderTextureMat.mat.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50e811ddcd048704daddbff1d5579b9c
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
x
Reference in New Issue
Block a user