Uhm, progress on transition, -ish?

This commit is contained in:
misabiko 2022-05-14 16:09:09 -04:00
parent 3f5fbfe1e1
commit 9c1d0427c0
24 changed files with 20874 additions and 286 deletions

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@ -5,119 +5,127 @@ using UnityEngine;
public class WorldSwitcher : MonoBehaviour { public class WorldSwitcher : MonoBehaviour {
[Range(0, 5)] [Range(0, 5)]
[SerializeField] float transitionDuration; [SerializeField] float transitionDuration;
[SerializeField] AnimationCurve transitionCurve; [SerializeField] AnimationCurve transitionCurve;
[SerializeField] WorldInfo[] worldInfos; [SerializeField] WorldInfo[] worldInfos;
[SerializeField] Transform renderQuad;
[SerializeField] float quadOffset; [SerializeField] float quadOffset;
[Range(0, 1)]
[SerializeField] float tabWidth; [SerializeField] float tabWidth;
int lastWorldIndex; int lastWorldIndex;
int currentWorldIndex; int currentWorldIndex;
Coroutine transition; Coroutine transition;
RenderTexture renderTexture; static readonly int UVOffset = Shader.PropertyToID("_UVOffset");
Material renderMaterial;
void Awake() { void Start() {
if (worldInfos.Length <= 1) if (worldInfos.Length != 3)
Debug.LogWarning("WorldSwitcher should have multiple cameras"); Debug.LogWarning("For now, WorldSwitcher should have 3 worlds.");
currentWorldIndex = 0; currentWorldIndex = 1;
lastWorldIndex = 0; lastWorldIndex = 0;
renderMaterial = renderQuad.GetComponent<Renderer>().material;
GenerateRenderTexture();
for (int i = 0; i < worldInfos.Length; i++) { for (int i = 0; i < worldInfos.Length; i++) {
WorldInfo worldInfo = worldInfos[i]; worldInfos[i].material = worldInfos[i].renderQuad.GetComponent<Renderer>().material;
worldInfo.camera.enabled = i == 0;
Vector3 tabPos = worldInfo.worldTab.position; worldInfos[i].GenerateRenderTexture();
float tabX = worldInfo.side == TabSide.Left ? 0 : ((RectTransform)worldInfo.worldTab.parent).rect.width;
worldInfo.worldTab.position = new Vector3(tabX, tabPos.y, tabPos.z);
} }
ResetQuadPositions();
} }
public void SwitchWorld(int index) { public void SwitchWorld(bool right) {
if (index == currentWorldIndex) if (right ? currentWorldIndex == worldInfos.Length - 1 : currentWorldIndex == 0)
return; return;
if (index < 0 || index >= worldInfos.Length) //TODO Block window resize during transition?
throw new IndexOutOfRangeException($"{index} is not an available world."); foreach (WorldInfo worldInfo in worldInfos) {
if (Screen.width != worldInfo.texture.width || Screen.height != worldInfo.texture.height)
worldInfo.GenerateRenderTexture();
}
lastWorldIndex = currentWorldIndex; lastWorldIndex = currentWorldIndex;
currentWorldIndex = index; if (right)
currentWorldIndex++;
else
currentWorldIndex--;
Camera currCam = worldInfos[currentWorldIndex].camera; transition = StartCoroutine(TransitionCamera(right));
currCam.enabled = true;
//TODO Block window resize during transition?
if (Screen.width != renderTexture.width || Screen.height != renderTexture.height)
GenerateRenderTexture();
currCam.targetTexture = renderTexture;
renderQuad.localScale = new Vector3(worldInfos[lastWorldIndex].camera.aspect, 1f, 1f);
Vector3 oldPos = worldInfos[lastWorldIndex].worldTab.position;
worldInfos[lastWorldIndex].worldTab.position = new Vector3(worldInfos[lastWorldIndex].TabBaseX, oldPos.y, oldPos.z);
transition = StartCoroutine(TransitionCamera());
} }
void OnGUI() { void OnGUI() {
for (int i = 0; i < worldInfos.Length; ++i) { if (GUILayout.Button("Left world"))
if (i == currentWorldIndex) SwitchWorld(false);
continue; if (GUILayout.Button("Right world"))
SwitchWorld(true);
if (GUILayout.Button($"World {i}"))
SwitchWorld(i);
}
} }
IEnumerator TransitionCamera() { IEnumerator TransitionCamera(bool fromRight) {
WorldInfo lastWorld = worldInfos[lastWorldIndex]; WorldInfo lastWorld = worldInfos[lastWorldIndex];
WorldInfo newWorld = worldInfos[currentWorldIndex]; WorldInfo newWorld = worldInfos[currentWorldIndex];
float startTime = Time.time; float startTime = Time.time;
Transform lastCam = lastWorld.camera.transform; Camera lastCam = lastWorld.camera;
Vector3 tabStartPosition = newWorld.worldTab.position; //float startX = currentWorldIndex - lastWorldIndex > 0 ? -newWorld.texture.width / 2f + tabWidth * Screen.width : newWorld.texture.width / 2f - tabWidth * Screen.width + Screen.width;
float tabParentWidth = newWorld.TabParentWidth;
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);
t *= (tabParentWidth + tabWidth) / tabParentWidth;
newWorld.renderQuad.position = GetQuadOffset(lastCam, newWorld, currentWorldIndex, fromRight, t);
renderQuad.position = lastCam.position + Vector3.forward * quadOffset + Vector3.right * (2f * Mathf.Clamp01(t) - 2f); newWorld.material.SetFloat(UVOffset, fromRight ? 1f - t - tabWidth : -1f + t + tabWidth);
//float tabX = newWorld.side == TabSide.Left ? t * (tabParentWidth + tabWidth) : t * -(tabParentWidth + tabWidth) + tabParentWidth;
newWorld.worldTab.position = new Vector3(tabParentWidth * t, tabStartPosition.y, tabStartPosition.z);
yield return null; yield return null;
} }
newWorld.camera.targetTexture = null; ResetQuadPositions();
lastWorld.camera.enabled = false;
transition = null; transition = null;
} }
void GenerateRenderTexture() { Vector3 GetQuadOffset(Camera cam, WorldInfo worldInfo, int index, bool fromRight, float t = 0f) {
renderTexture = new RenderTexture(Screen.width, Screen.height, 32); float x = fromRight ? 1f - tabWidth * (worldInfos.Length - index) - t : tabWidth * (1 + index) + t;
renderMaterial.mainTexture = renderTexture; Vector3 quadHalfWidthOffset = Vector3.right * (fromRight ? worldInfo.renderQuad.localScale.x / 2f : -worldInfo.renderQuad.localScale.x / 2f);
return cam.ViewportToWorldPoint(new Vector3(x, .5f, quadOffset)) + quadHalfWidthOffset;
}
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, fromRight ? 1f - tabWidth : -1f + tabWidth);
}
}
} }
} }
[Serializable] [Serializable]
struct WorldInfo { struct WorldInfo {
public Camera camera; public Camera camera;
public RectTransform worldTab; [HideInInspector] public RenderTexture texture;
public ushort indexFromSide; public Transform renderQuad;
public TabSide side; [HideInInspector] public Material material;
static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture");
public float TabParentWidth => ((RectTransform)worldTab.parent).rect.width; public void SetUsingRenderTexture(bool usingTexture) {
if (usingTexture) {
camera.targetTexture = texture;
renderQuad.gameObject.SetActive(true);
}else {
camera.targetTexture = null;
renderQuad.gameObject.SetActive(false);
}
}
public float TabBaseX => side == TabSide.Left ? public void GenerateRenderTexture() {
indexFromSide * 6.25f : renderQuad.localScale = new Vector3(camera.aspect, 1f, 1f);
TabParentWidth - indexFromSide * 6.25f; texture = new RenderTexture(Screen.width, Screen.height, 32);
} material.SetTexture(CameraTexture, texture);
}
[Serializable] }
enum TabSide { Left, Right }

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