208 lines
7.9 KiB
C#
208 lines
7.9 KiB
C#
using System.Collections.Generic;
|
|
using MoreMountains.Tools;
|
|
using MoreMountains.Feedbacks;
|
|
using UnityEngine;
|
|
using Random = UnityEngine.Random;
|
|
|
|
namespace MoreMountains.Feel
|
|
{
|
|
/// <summary>
|
|
/// A class used in Feel's Brass demo to generate a ground that reacts to the music made of many cubes
|
|
/// </summary>
|
|
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;
|
|
|
|
/// <summary>
|
|
/// On Awake we generate our ground if needed
|
|
/// </summary>
|
|
protected virtual void Awake()
|
|
{
|
|
if (GenerateOnAwake)
|
|
{
|
|
GenerateGround();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Instantiates cubes to form a ground and randomizes their settings
|
|
/// </summary>
|
|
protected virtual void GenerateGround()
|
|
{
|
|
int counter = 0;
|
|
List<GameObject> list = new List<GameObject>();
|
|
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<MMAutoRotate>();
|
|
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<MeshRenderer>().material = GroundMaterial;
|
|
}
|
|
else
|
|
{
|
|
if (randomMaterial < 90f)
|
|
{
|
|
_receiver.GetComponent<MeshRenderer>().material = GroundMaterialAlt1;
|
|
}
|
|
else
|
|
{
|
|
_receiver.GetComponent<MeshRenderer>().material = GroundMaterialAlt2;
|
|
}
|
|
}
|
|
|
|
// setting its position
|
|
_receiver.transform.position = newPosition;
|
|
|
|
return _receiver;
|
|
}
|
|
}
|
|
} |