using System.Collections.Generic; using MoreMountains.Tools; using MoreMountains.Feedbacks; using UnityEngine; using Random = UnityEngine.Random; namespace MoreMountains.Feel { /// /// A class used in Feel's Brass demo to generate a ground that reacts to the music made of many cubes /// public class FeelBrassGroundGenerator : MonoBehaviour { [Header("Dimensions")] /// the amount of rows of cubes we want to draw public int NumberOfRows = 10; /// the amount of columns of cubes we want to draw public int NumberOfColumns = 10; /// the offset to apply to all cubes public Vector3 Offset; /// the offset to apply to the dancer's position public Vector3 DancerOffset; /// the curve on which to remap cube's amplitude public AnimationCurve Amplitude; /// the width of a cube public float Width = 0.5f; /// the depth of a cube public float Depth = 0.5f; /// the minimum amount by which to multiply the amplitude level public float MinRandom = 1f; /// the maximum amount by which to multiply the amplitude level public float MaxRandom = 2f; /// the fixed multiplier to apply to the amplitude level public float AmplitudeMultiplier = 2f; /// the amount of floating cubes we want public int FloatingCubesAmount = 20; [Header("Air Cubes")] /// the chance (in percent) of a floating block spawning for every grid cell public int FloatingBlockChance = 3; /// the minimum height at which floating cubes can be found public float MinHeight = 1f; /// the maximum height at which floating cubes can be found public float MaxHeight = 5f; /// the radius around the dancer within which no floating cube should be spawned public float MinDistanceToDancer = 2f; /// the minimum scale for floating cubes public float MinScale = 0.5f; /// the maximum scale for floating cubes public float MaxScale = 2f; [Header("Materials")] /// the main ground material public Material GroundMaterial; /// an alt material for the ground, used only for some cubes public Material GroundMaterialAlt1; /// another alt material for the ground, used only for some cubes public Material GroundMaterialAlt2; [Header("Bindings")] /// the prefab to use for the ground cubes public MMRadioReceiver GroundPrefabToInstantiate; /// the node under which to nest all cubes public Transform ParentContainer; /// the dancer in the scene public Transform Dancer; [Header("Behaviour")] /// whether or not to generate the ground on Awake public bool GenerateOnAwake = false; [Header("Debug")] /// a test button to generate the ground [MMInspectorButton("GenerateGround")] public bool GenerateGroundBtn; protected MMRadioReceiver _receiver; protected Vector3 _wipPosition; protected string _wipName; protected int _counter; /// /// On Awake we generate our ground if needed /// protected virtual void Awake() { if (GenerateOnAwake) { GenerateGround(); } } /// /// Instantiates cubes to form a ground and randomizes their settings /// protected virtual void GenerateGround() { int counter = 0; List list = new List(); for (int i = 0; i< ParentContainer.transform.childCount; i++) { list.Add(ParentContainer.transform.GetChild(i).gameObject); } foreach(GameObject child in list) { counter++; if (Application.isPlaying) { Destroy(child.gameObject); } else { DestroyImmediate(child.gameObject); } } _counter = 0; // we instantiate our ground grid for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { _wipPosition.x = i * Width; _wipPosition.y = 0; _wipPosition.z = j * Depth; _wipPosition += Offset; _wipName = "GroundBlock_" + _counter; InstantiateBlock(_wipPosition, _wipName); _counter++; } } // we generate some floating cubes too for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { _wipPosition.x = i * Width; _wipPosition.y = Random.Range(MinHeight,MaxHeight); _wipPosition.z = j * Depth; _wipPosition += Offset; if ((MMMaths.Chance(FloatingBlockChance)) && (Vector3.Distance(_wipPosition, Dancer.transform.position) > MinDistanceToDancer)) { _wipName = "AirBlock_" + _counter; _receiver = InstantiateBlock(_wipPosition, _wipName); _receiver.transform.localScale = _receiver.transform.localScale * Random.Range(MinScale, MaxScale); _receiver.MinRandomLevelMultiplier *= 3f; _receiver.MaxRandomLevelMultiplier *= 3f; MMAutoRotate autoRotate = _receiver.gameObject.AddComponent(); autoRotate.RotationSpeed = new Vector3(0f, 100f, 0f); _counter++; } } } } protected virtual MMRadioReceiver InstantiateBlock(Vector3 newPosition, string newName) { // instantiating the block and setting its name _receiver = Instantiate(GroundPrefabToInstantiate, newPosition, Quaternion.identity, ParentContainer); _receiver.name = newName; // setting its receiver settings float distanceToDancer = Vector3.Distance(Dancer.transform.position + DancerOffset, newPosition); float maxDistance = Mathf.Max(NumberOfColumns * Depth, NumberOfRows * Width) / 2f; float remappedDistance = MMMaths.Remap(distanceToDancer, 0f, maxDistance, 0f, 1f); float newAmplitude = Amplitude.Evaluate(remappedDistance); float random = Random.Range(MinRandom, MaxRandom); newAmplitude *= random; newAmplitude *= AmplitudeMultiplier; int channel = Random.Range(0, 2); _receiver.MinRandomLevelMultiplier = newAmplitude; _receiver.MaxRandomLevelMultiplier = newAmplitude; _receiver.GenerateRandomLevelMultiplier(); _receiver.Channel = channel; // setting its material float randomMaterial = Random.Range(0f, 100f); if (randomMaterial < 80f) { _receiver.GetComponent().material = GroundMaterial; } else { if (randomMaterial < 90f) { _receiver.GetComponent().material = GroundMaterialAlt1; } else { _receiver.GetComponent().material = GroundMaterialAlt2; } } // setting its position _receiver.transform.position = newPosition; return _receiver; } } }