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+ ResetQuadPositions(); } public void SwitchWorld(int index) { if (transition != null) return; - + if (index == currentWorldIndex || index < 0 || index > worldInfos.Length - 1) return; @@ -64,7 +70,7 @@ public class WorldSwitcher : MonoBehaviour { lastWorldIndex = currentWorldIndex; currentWorldIndex = index; - + OnChangeWorld.Invoke(currentWorldIndex); transition = StartCoroutine(TransitionCamera(currentWorldIndex - lastWorldIndex < 0)); @@ -82,25 +88,37 @@ public class WorldSwitcher : MonoBehaviour { float startTime = Time.time; 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); + } + } else { + for (int i = lastWorldIndex + 1; i <= currentWorldIndex; ++i) { + worldInfos[i].healthBar.gameObject.SetActive(false); + worldInfos[i].button.gameObject.SetActive(false); + } + } while (Time.time < startTime + transitionDuration) { float t = transitionCurve.Evaluate((Time.time - startTime) / transitionDuration); - + if (fromRight) { for (int i = lastWorldIndex - 1; i >= currentWorldIndex; --i) { - worldInfos[i].renderQuad.position = GetQuadOffset(lastCam, worldInfos[i], i, fromRight, true, t); - worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(t, fromRight, i)); + worldInfos[i].renderQuad.position = GetQuadOffset(lastCam, worldInfos[i], i, true, true, t); + worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(t, true, i)); } } else { for (int i = lastWorldIndex + 1; i <= currentWorldIndex; ++i) { - worldInfos[i].renderQuad.position = GetQuadOffset(lastCam, worldInfos[i], i, fromRight, true, t); - worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(t, fromRight, i)); + worldInfos[i].renderQuad.position = GetQuadOffset(lastCam, worldInfos[i], i, false, true, t); + worldInfos[i].material.SetFloat(UVOffset, GetUVOffset(t, false, i)); } } yield return null; } - + /*startTime = Time.time; while (Time.time < startTime + fadeDuration) { @@ -117,20 +135,16 @@ public class WorldSwitcher : MonoBehaviour { } Vector3 GetQuadOffset(Camera cam, WorldInfo worldInfo, int index, bool fromRight, bool moving, float t = 0f) { - 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); + 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); Vector3 quadHalfWidthOffset = Vector3.right * (fromRight ? -worldInfo.renderQuad.localScale.x / 2f : worldInfo.renderQuad.localScale.x / 2f); - float depthOffset = moving ? - Mathf.Abs(currentWorldIndex - index) * .0001f : - -Mathf.Abs(currentWorldIndex - index) * .0001f; - + float depthOffset = moving ? Mathf.Abs(currentWorldIndex - index) * .0001f : -Mathf.Abs(currentWorldIndex - index) * .0001f; + //TODO Offset epsilon return cam.ViewportToWorldPoint( new Vector3( x, - .5f, + .5f, quadOffset + depthOffset ) ) + quadHalfWidthOffset; @@ -138,23 +152,44 @@ public class WorldSwitcher : MonoBehaviour { float GetUVOffset(float t, bool fromRight, int index) { 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); } + 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() { Camera currCam = worldInfos[currentWorldIndex].camera; LayerMask currLayer = worldInfos[currentWorldIndex].layer; - + for (int i = 0; i < worldInfos.Length; ++i) { bool usingRenderTexture = i != currentWorldIndex; worldInfos[i].SetUsingRenderTexture(usingRenderTexture, currLayer); //worldInfos[i].material.SetFloat(Opacity, 1f); - + if (usingRenderTexture) { bool fromRight = i - currentWorldIndex < 0; worldInfos[i].renderQuad.position = GetQuadOffset(currCam, worldInfos[i], i, fromRight, false); 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 + ); + }else { + worldInfos[i].healthBar.gameObject.SetActive(false); + worldInfos[i].button.gameObject.SetActive(false); } } } @@ -166,7 +201,10 @@ struct WorldInfo { [HideInInspector] public RenderTexture texture; public Transform renderQuad; [HideInInspector] public Material material; + public RectTransform healthBar; + public RectTransform button; public int layer; + static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture"); public void SetUsingRenderTexture(bool usingTexture, int layer) { @@ -174,7 +212,7 @@ struct WorldInfo { camera.targetTexture = texture; renderQuad.gameObject.SetActive(true); renderQuad.gameObject.layer = layer; - }else { + } else { camera.targetTexture = null; renderQuad.gameObject.SetActive(false); }