rabidus-test/Assets/Amazing Assets/Curved World/Scripts/CurvedWorldController.cs

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2023-10-02 19:12:35 +03:00
using UnityEngine;
namespace AmazingAssets.CurvedWorld
{
public enum BEND_TYPE
{
ClassicRunner_X_Positive = 0, ClassicRunner_X_Negative, ClassicRunner_Z_Positive, ClassicRunner_Z_Negative,
LittlePlanet_X, LittlePlanet_Y, LittlePlanet_Z,
CylindricalTower_X, CylindricalTower_Z,
CylindricalRolloff_X, CylindricalRolloff_Z,
SpiralHorizontal_X_Positive, SpiralHorizontal_X_Negative, SpiralHorizontal_Z_Positive, SpiralHorizontal_Z_Negative,
SpiralHorizontalDouble_X, SpiralHorizontalDouble_Z,
SpiralHorizontalRolloff_X, SpiralHorizontalRolloff_Z,
SpiralVertical_X_Positive, SpiralVertical_X_Negative, SpiralVertical_Z_Positive, SpiralVertical_Z_Negative,
SpiralVerticalDouble_X, SpiralVerticalDouble_Z,
SpiralVerticalRolloff_X, SpiralVerticalRolloff_Z,
TwistedSpiral_X_Positive, TwistedSpiral_X_Negative, TwistedSpiral_Z_Positive, TwistedSpiral_Z_Negative,
};
[ExecuteAlways]
public class CurvedWorldController : MonoBehaviour
{
public enum AXIS_TYPE { Transform, Custom, CustomNormalized }
public BEND_TYPE bendType;
[Range(1, 32)]
public int bendID = 1;
public Transform bendPivotPoint; public Vector3 bendPivotPointPosition;
public Transform bendRotationCenter; public Vector3 bendRotationCenterPosition; public Vector3 bendRotationAxis; public AXIS_TYPE bendRotationAxisType;
public Transform bendRotationCenter2; public Vector3 bendRotationCenter2Position;
public float bendVerticalSize, bendVerticalOffset;
public float bendHorizontalSize, bendHorizontalOffset;
public float bendCurvatureSize, bendCurvatureOffset;
public float bendAngle;
public float bendAngle2;
public float bendMinimumRadius;
public float bendMinimumRadius2;
public float bendRolloff;
public bool disableInEditor = false;
public bool manualUpdate = false;
BEND_TYPE previousBentType;
int previousID;
int materialPropertyID_PivotPoint;
int materialPropertyID_RotationCenter;
int materialPropertyID_RotationCenter2;
int materialPropertyID_RotationAxis;
int materialPropertyID_BendSize;
int materialPropertyID_BendOffset;
int materialPropertyID_BendAngle;
int materialPropertyID_BendMinimumRadius;
int materialPropertyID_BendRolloff;
#if UNITY_EDITOR
public bool isExpanded = true;
#endif
void OnDisable()
{
DisableBend();
}
void OnDestroy()
{
DisableBend();
}
void OnEnable()
{
EnableBend();
}
void Start()
{
GenerateShaderPropertyIDs();
}
void Update()
{
if (manualUpdate)
return;
UpdateShaderdata();
}
private void OnDrawGizmos()
{
Gizmos.color = Color.yellow;
switch (bendType)
{
case BEND_TYPE.TwistedSpiral_X_Positive:
case BEND_TYPE.TwistedSpiral_X_Negative:
case BEND_TYPE.TwistedSpiral_Z_Positive:
case BEND_TYPE.TwistedSpiral_Z_Negative:
{
Gizmos.DrawRay(bendPivotPointPosition, bendRotationAxis.normalized * 10);
}
break;
}
}
void UpdateShaderdata()
{
CheckBendChanging();
if (isActiveAndEnabled == true)
{
if (disableInEditor && Application.isEditor && Application.isPlaying == false)
{
UpdateShaderDataDisabled();
}
else
{
if (bendPivotPoint != null)
bendPivotPointPosition = bendPivotPoint.transform.position;
if (bendRotationCenter != null)
bendRotationCenterPosition = bendRotationCenter.position;
if (bendRotationCenter2 != null)
bendRotationCenter2Position = bendRotationCenter2.position;
switch (bendType)
{
case BEND_TYPE.ClassicRunner_X_Positive:
case BEND_TYPE.ClassicRunner_X_Negative:
case BEND_TYPE.ClassicRunner_Z_Positive:
case BEND_TYPE.ClassicRunner_Z_Negative:
{
Shader.SetGlobalVector(materialPropertyID_PivotPoint, bendPivotPointPosition);
Shader.SetGlobalVector(materialPropertyID_BendSize, new Vector2(bendVerticalSize, bendHorizontalSize));
Shader.SetGlobalVector(materialPropertyID_BendOffset, new Vector2(bendVerticalOffset, bendHorizontalOffset));
}
break;
case BEND_TYPE.LittlePlanet_X:
case BEND_TYPE.LittlePlanet_Y:
case BEND_TYPE.LittlePlanet_Z:
case BEND_TYPE.CylindricalTower_X:
case BEND_TYPE.CylindricalTower_Z:
case BEND_TYPE.CylindricalRolloff_X:
case BEND_TYPE.CylindricalRolloff_Z:
{
Shader.SetGlobalVector(materialPropertyID_PivotPoint, bendPivotPointPosition);
Shader.SetGlobalFloat(materialPropertyID_BendSize, bendCurvatureSize);
Shader.SetGlobalFloat(materialPropertyID_BendOffset, bendCurvatureOffset);
}
break;
case BEND_TYPE.SpiralHorizontal_X_Positive:
case BEND_TYPE.SpiralHorizontal_X_Negative:
case BEND_TYPE.SpiralHorizontal_Z_Positive:
case BEND_TYPE.SpiralHorizontal_Z_Negative:
case BEND_TYPE.SpiralVertical_X_Positive:
case BEND_TYPE.SpiralVertical_X_Negative:
case BEND_TYPE.SpiralVertical_Z_Positive:
case BEND_TYPE.SpiralVertical_Z_Negative:
{
Shader.SetGlobalVector(materialPropertyID_PivotPoint, bendPivotPointPosition);
Shader.SetGlobalVector(materialPropertyID_RotationCenter, bendRotationCenterPosition);
Shader.SetGlobalFloat(materialPropertyID_BendAngle, bendAngle);
Shader.SetGlobalFloat(materialPropertyID_BendMinimumRadius, bendMinimumRadius);
}
break;
case BEND_TYPE.SpiralHorizontalDouble_X:
case BEND_TYPE.SpiralHorizontalDouble_Z:
case BEND_TYPE.SpiralVerticalDouble_X:
case BEND_TYPE.SpiralVerticalDouble_Z:
{
Shader.SetGlobalVector(materialPropertyID_PivotPoint, bendPivotPointPosition);
Shader.SetGlobalVector(materialPropertyID_RotationCenter, bendRotationCenterPosition);
Shader.SetGlobalVector(materialPropertyID_RotationCenter2, bendRotationCenter2Position);
Shader.SetGlobalVector(materialPropertyID_BendAngle, new Vector2(bendAngle, bendAngle2));
Shader.SetGlobalVector(materialPropertyID_BendMinimumRadius, new Vector2(bendMinimumRadius, bendMinimumRadius2));
}
break;
case BEND_TYPE.SpiralHorizontalRolloff_X:
case BEND_TYPE.SpiralHorizontalRolloff_Z:
case BEND_TYPE.SpiralVerticalRolloff_X:
case BEND_TYPE.SpiralVerticalRolloff_Z:
{
Shader.SetGlobalVector(materialPropertyID_PivotPoint, bendPivotPointPosition);
Shader.SetGlobalVector(materialPropertyID_RotationCenter, bendRotationCenterPosition);
Shader.SetGlobalFloat(materialPropertyID_BendAngle, bendAngle);
Shader.SetGlobalFloat(materialPropertyID_BendMinimumRadius, bendMinimumRadius);
Shader.SetGlobalFloat(materialPropertyID_BendRolloff, bendRolloff);
}
break;
case BEND_TYPE.TwistedSpiral_X_Positive:
case BEND_TYPE.TwistedSpiral_X_Negative:
case BEND_TYPE.TwistedSpiral_Z_Positive:
case BEND_TYPE.TwistedSpiral_Z_Negative:
{
switch (bendRotationAxisType)
{
case AXIS_TYPE.Transform:
{
if (bendPivotPoint == null)
{
switch (bendType)
{
case BEND_TYPE.ClassicRunner_X_Positive: bendRotationAxis = Vector3.left; break;
case BEND_TYPE.ClassicRunner_X_Negative: bendRotationAxis = Vector3.right; break;
case BEND_TYPE.ClassicRunner_Z_Positive: bendRotationAxis = Vector3.back; break;
case BEND_TYPE.ClassicRunner_Z_Negative: bendRotationAxis = Vector3.forward; break;
}
}
else
{
bendRotationAxis = bendPivotPoint.forward;
}
}
break;
case AXIS_TYPE.Custom:
break;
case AXIS_TYPE.CustomNormalized:
bendRotationAxis = bendRotationAxis.normalized;
break;
}
Shader.SetGlobalVector(materialPropertyID_PivotPoint, bendPivotPointPosition);
Shader.SetGlobalVector(materialPropertyID_RotationAxis, bendRotationAxis);
Shader.SetGlobalVector(materialPropertyID_BendSize, new Vector3(bendCurvatureSize, bendVerticalSize, bendHorizontalSize));
Shader.SetGlobalVector(materialPropertyID_BendOffset, new Vector3(bendCurvatureOffset, bendVerticalOffset, bendHorizontalOffset));
}
break;
}
}
}
}
void UpdateShaderDataDisabled()
{
Shader.SetGlobalVector(materialPropertyID_PivotPoint, Vector3.zero);
Shader.SetGlobalVector(materialPropertyID_RotationCenter, Vector3.zero);
Shader.SetGlobalVector(materialPropertyID_RotationCenter2, Vector3.zero);
Shader.SetGlobalVector(materialPropertyID_RotationAxis, Vector3.zero);
Shader.SetGlobalVector(materialPropertyID_BendSize, Vector3.zero);
Shader.SetGlobalFloat(materialPropertyID_BendSize, 0);
Shader.SetGlobalVector(materialPropertyID_BendOffset, Vector3.zero);
Shader.SetGlobalFloat(materialPropertyID_BendOffset, 0);
Shader.SetGlobalVector(materialPropertyID_BendAngle, Vector2.zero);
Shader.SetGlobalFloat(materialPropertyID_BendAngle, 0);
Shader.SetGlobalVector(materialPropertyID_BendMinimumRadius, Vector2.zero);
Shader.SetGlobalFloat(materialPropertyID_BendMinimumRadius, 0);
Shader.SetGlobalFloat(materialPropertyID_BendRolloff, 10);
}
public void DisableBend()
{
GenerateShaderPropertyIDs();
UpdateShaderDataDisabled();
}
public void EnableBend()
{
GenerateShaderPropertyIDs();
previousBentType = bendType;
previousID = bendID;
UpdateShaderdata();
}
public void ManualUpdate()
{
UpdateShaderdata();
}
void CheckBendChanging()
{
if (previousBentType != bendType || previousID != bendID)
{
DisableBend();
previousBentType = bendType;
if (bendID < 1) bendID = 1;
previousID = bendID;
GenerateShaderPropertyIDs();
}
}
void GenerateShaderPropertyIDs()
{
materialPropertyID_PivotPoint = Shader.PropertyToID(string.Format("CurvedWorld_{0}_ID{1}_PivotPoint", bendType, bendID));
materialPropertyID_RotationCenter = Shader.PropertyToID(string.Format("CurvedWorld_{0}_ID{1}_RotationCenter", bendType, bendID));
materialPropertyID_RotationCenter2 = Shader.PropertyToID(string.Format("CurvedWorld_{0}_ID{1}_RotationCenter2", bendType, bendID));
materialPropertyID_RotationAxis = Shader.PropertyToID(string.Format("CurvedWorld_{0}_ID{1}_RotationAxis", bendType, bendID));
materialPropertyID_BendSize = Shader.PropertyToID(string.Format("CurvedWorld_{0}_ID{1}_BendSize", bendType, bendID));
materialPropertyID_BendOffset = Shader.PropertyToID(string.Format("CurvedWorld_{0}_ID{1}_BendOffset", bendType, bendID));
materialPropertyID_BendAngle = Shader.PropertyToID(string.Format("CurvedWorld_{0}_ID{1}_BendAngle", bendType, bendID));
materialPropertyID_BendMinimumRadius = Shader.PropertyToID(string.Format("CurvedWorld_{0}_ID{1}_BendMinimumRadius", bendType, bendID));
materialPropertyID_BendRolloff = Shader.PropertyToID(string.Format("CurvedWorld_{0}_ID{1}_BendRolloff", bendType, bendID));
}
public Vector3 TransformPosition(Vector3 vertex)
{
if (enabled == false || gameObject.activeSelf == false)
return vertex;
else
return CurvedWorldUtilities.TransformPosition(vertex, this);
}
public Quaternion TransformRotation(Vector3 vertex, Vector3 forwardVector, Vector3 rightVector)
{
Vector3 p0 = TransformPosition(vertex);
Vector3 p1 = TransformPosition(vertex + forwardVector);
Vector3 p2 = TransformPosition(vertex + rightVector);
Vector3 forward = Vector3.Normalize(p1 - p0);
Vector3 right = Vector3.Normalize(p2 - p0);
Vector3 up = Vector3.Cross(forward, right);
if (forward.sqrMagnitude < 0.01f && up.sqrMagnitude < 0.01f)
return Quaternion.identity;
else
return Quaternion.LookRotation(forward, up);
}
public void SetBendVerticalSize(float value)
{
bendVerticalSize = value;
}
public void SetBendVerticalOffset(float value)
{
bendVerticalOffset = value;
}
public void SetBendHorizontalSize(float value)
{
bendHorizontalSize = value;
}
public void SetBendHorizontalOffset(float value)
{
bendHorizontalOffset = value;
}
public void SetBendCurvatureSize(float value)
{
bendCurvatureSize = value;
}
public void SetBendCurvatureOffset(float value)
{
bendCurvatureOffset = value;
}
public void SetBendAngle(float value)
{
bendAngle = value;
}
public void SetBendAngle2(float value)
{
bendAngle2 = value;
}
public void SetBendMinimumRadius(float value)
{
bendMinimumRadius = value;
}
public void SetBendMinimumRadius2(float value)
{
bendMinimumRadius2 = value;
}
public void SetBendRolloff(float value)
{
bendRolloff = value;
}
}
}