Uhm, progress on transition, -ish?
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@ -5,119 +5,127 @@ 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] WorldInfo[] worldInfos;
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[SerializeField] Transform renderQuad;
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[SerializeField] float quadOffset;
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[Range(0, 1)]
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[SerializeField] float tabWidth;
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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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static readonly int UVOffset = Shader.PropertyToID("_UVOffset");
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void Awake() {
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if (worldInfos.Length <= 1)
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Debug.LogWarning("WorldSwitcher should have multiple cameras");
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void Start() {
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if (worldInfos.Length != 3)
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Debug.LogWarning("For now, WorldSwitcher should have 3 worlds.");
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currentWorldIndex = 0;
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currentWorldIndex = 1;
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lastWorldIndex = 0;
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renderMaterial = renderQuad.GetComponent<Renderer>().material;
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GenerateRenderTexture();
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for (int i = 0; i < worldInfos.Length; i++) {
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WorldInfo worldInfo = worldInfos[i];
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worldInfo.camera.enabled = i == 0;
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worldInfos[i].material = worldInfos[i].renderQuad.GetComponent<Renderer>().material;
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Vector3 tabPos = worldInfo.worldTab.position;
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float tabX = worldInfo.side == TabSide.Left ? 0 : ((RectTransform)worldInfo.worldTab.parent).rect.width;
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worldInfo.worldTab.position = new Vector3(tabX, tabPos.y, tabPos.z);
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}
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worldInfos[i].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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ResetQuadPositions();
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}
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public void SwitchWorld(bool right) {
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if (right ? currentWorldIndex == worldInfos.Length - 1 : currentWorldIndex == 0)
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return;
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if (index < 0 || index >= worldInfos.Length)
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throw new IndexOutOfRangeException($"{index} is not an available world.");
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//TODO Block window resize during transition?
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foreach (WorldInfo worldInfo in worldInfos) {
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if (Screen.width != worldInfo.texture.width || Screen.height != worldInfo.texture.height)
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worldInfo.GenerateRenderTexture();
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}
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lastWorldIndex = currentWorldIndex;
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currentWorldIndex = index;
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if (right)
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currentWorldIndex++;
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else
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currentWorldIndex--;
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Camera currCam = worldInfos[currentWorldIndex].camera;
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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(worldInfos[lastWorldIndex].camera.aspect, 1f, 1f);
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Vector3 oldPos = worldInfos[lastWorldIndex].worldTab.position;
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worldInfos[lastWorldIndex].worldTab.position = new Vector3(worldInfos[lastWorldIndex].TabBaseX, oldPos.y, oldPos.z);
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transition = StartCoroutine(TransitionCamera());
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transition = StartCoroutine(TransitionCamera(right));
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}
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void OnGUI() {
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for (int i = 0; i < worldInfos.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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if (GUILayout.Button("Left world"))
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SwitchWorld(false);
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if (GUILayout.Button("Right world"))
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SwitchWorld(true);
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}
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IEnumerator TransitionCamera() {
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IEnumerator TransitionCamera(bool fromRight) {
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WorldInfo lastWorld = worldInfos[lastWorldIndex];
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WorldInfo newWorld = worldInfos[currentWorldIndex];
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float startTime = Time.time;
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Transform lastCam = lastWorld.camera.transform;
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Vector3 tabStartPosition = newWorld.worldTab.position;
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float tabParentWidth = newWorld.TabParentWidth;
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Camera lastCam = lastWorld.camera;
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//float startX = currentWorldIndex - lastWorldIndex > 0 ? -newWorld.texture.width / 2f + tabWidth * Screen.width : newWorld.texture.width / 2f - tabWidth * Screen.width + Screen.width;
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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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t *= (tabParentWidth + tabWidth) / tabParentWidth;
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renderQuad.position = lastCam.position + Vector3.forward * quadOffset + Vector3.right * (2f * Mathf.Clamp01(t) - 2f);
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//float tabX = newWorld.side == TabSide.Left ? t * (tabParentWidth + tabWidth) : t * -(tabParentWidth + tabWidth) + tabParentWidth;
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newWorld.worldTab.position = new Vector3(tabParentWidth * t, tabStartPosition.y, tabStartPosition.z);
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newWorld.renderQuad.position = GetQuadOffset(lastCam, newWorld, currentWorldIndex, fromRight, t);
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newWorld.material.SetFloat(UVOffset, fromRight ? 1f - t - tabWidth : -1f + t + tabWidth);
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yield return null;
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}
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newWorld.camera.targetTexture = null;
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lastWorld.camera.enabled = false;
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ResetQuadPositions();
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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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Vector3 GetQuadOffset(Camera cam, WorldInfo worldInfo, int index, bool fromRight, float t = 0f) {
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float x = fromRight ? 1f - tabWidth * (worldInfos.Length - index) - t : tabWidth * (1 + index) + t;
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Vector3 quadHalfWidthOffset = Vector3.right * (fromRight ? worldInfo.renderQuad.localScale.x / 2f : -worldInfo.renderQuad.localScale.x / 2f);
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return cam.ViewportToWorldPoint(new Vector3(x, .5f, quadOffset)) + quadHalfWidthOffset;
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}
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void ResetQuadPositions() {
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Camera currCam = worldInfos[currentWorldIndex].camera;
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for (int i = 0; i < worldInfos.Length; ++i) {
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bool usingRenderTexture = i != currentWorldIndex;
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worldInfos[i].SetUsingRenderTexture(usingRenderTexture);
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if (usingRenderTexture) {
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bool fromRight = i - currentWorldIndex > 0;
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worldInfos[i].renderQuad.position = GetQuadOffset(currCam, worldInfos[i], i, fromRight);
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worldInfos[i].material.SetFloat(UVOffset, fromRight ? 1f - tabWidth : -1f + tabWidth);
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}
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}
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}
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}
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[Serializable]
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struct WorldInfo {
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public Camera camera;
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public RectTransform worldTab;
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public ushort indexFromSide;
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public TabSide side;
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[HideInInspector] public RenderTexture texture;
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public Transform renderQuad;
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[HideInInspector] public Material material;
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static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture");
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public float TabParentWidth => ((RectTransform)worldTab.parent).rect.width;
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public float TabBaseX => side == TabSide.Left ?
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indexFromSide * 6.25f :
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TabParentWidth - indexFromSide * 6.25f;
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public void SetUsingRenderTexture(bool usingTexture) {
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if (usingTexture) {
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camera.targetTexture = texture;
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renderQuad.gameObject.SetActive(true);
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}else {
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camera.targetTexture = null;
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renderQuad.gameObject.SetActive(false);
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}
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}
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[Serializable]
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enum TabSide { Left, Right }
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public void GenerateRenderTexture() {
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renderQuad.localScale = new Vector3(camera.aspect, 1f, 1f);
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texture = new RenderTexture(Screen.width, Screen.height, 32);
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material.SetTexture(CameraTexture, texture);
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}
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}
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8
Assets/Shader Stuff/Cam Transition Stuff.meta
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8
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@ -14,7 +14,7 @@ RenderTexture:
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1247
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Loading…
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Reference in New Issue
Block a user