rabidus-test/Assets/SCSM/SciFiShipController/Demos/Scripts/Celestials.cs

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2023-07-24 16:38:13 +03:00
using UnityEngine;
using System.Collections.Generic;
#if SSC_URP
using UnityEngine.Rendering.Universal;
#elif SSC_HDRP
using UnityEngine.Rendering.HighDefinition;
#endif
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// Demo script to render stars in sky with built-in Render Pipeline.
/// Currently does not work with LWRP or HDRP.
/// URP requires Unity 2019.4+ and URP 7.3.1+.
/// Supports one or two cameras.
/// </summary>
public class Celestials : MonoBehaviour
{
// To change:
// 1. Delete the existing (default) Unity layer of SSC Celestials
// 2. Change celestialsUnityLayer here
// 3. Save this file
// 4. Go back to the Unity editor and wait for it to recompile scripts
// This will need to be done each time you import a new version of SSC.
#if LANDSCAPE_BUILDER
public static readonly int celestialsUnityLayer = 26;
#else
public static readonly int celestialsUnityLayer = 25;
#endif
#region Enumerations
public enum EnvAmbientSource
{
Colour = 0,
Gradient = 1,
Skybox = 2
}
#endregion
#region Public Variables
public Camera camera1;
public Camera camera2;
public Color nightSkyColour = new Color(21f / 255f, 21f / 255f, 21f / 255f, 1f);
[Tooltip("The material to be used to create each star")]
public Material starMaterial;
[Tooltip("A low poly mesh to be used to create each star")]
public Mesh starMesh;
public int numberOfStars = 1000;
public float starSize = 2f;
[Tooltip("Attempt to make a more randomised position for stars - especially for RefreshCelestials()")]
public bool isStarfieldRandom = false;
public bool initialiseOnAwake = true;
public bool useHorizon = true;
public EnvAmbientSource envAmbientSource = EnvAmbientSource.Colour;
[Tooltip("By default the ambient sky colour will be set to the nightSkyColour")]
public bool overrideAmbientColour = false;
[Tooltip("If overriding the ambient colour, this is the ambient sky colour")]
public Color ambientSkyColour = new Color(21f / 255f, 21f / 255f, 21f / 255f, 1f);
[Tooltip("Near clip plane for the celestial camera(s). Reduce if planets start being clipped by camera")]
[Range(0.0001f, 0.1f)] public float nearClipPlane = 0.1f;
[Tooltip("Create the planet that are marked as hidden")]
public bool isCreateHiddenPlanets = false;
[Tooltip("List of planet or celestial objects")]
public List<SSCCelestial> celestialList = new List<SSCCelestial>();
#endregion
#region Public Properties
public bool IsInitialised { get { return isInitialised; } }
/// <summary>
/// By default, stars are randomised in a consistent way to recreate reproduceable results.
/// However, they can be further randomised to make the starfield to be more random each time
/// it is recreated during the same session.
/// </summary>
public bool IsStarfieldRandom { get { return isStarfieldRandom; } set { isStarfieldRandom = value; } }
#endregion
#region Private variables
[System.NonSerialized] private Camera celestialsCamera1 = null;
[System.NonSerialized] private Camera celestialsCamera2 = null;
private bool isInitialised = false;
[System.NonSerialized] private CombineInstance[] combineInstances;
private bool isCamera2Initialised = false;
private SSCRandom sscRandom = null;
[System.NonSerialized] private MeshRenderer celestialMeshRenderer = null;
[System.NonSerialized] private MeshRenderer starMRenderer = null;
[System.NonSerialized] private Transform planetsTrfm = null;
private float minCelestialCameraDistance = 0.2f;
#endregion
#region Initialisation Methods
// Use this for initialization
void Awake()
{
if (initialiseOnAwake) { Initialise(); }
}
/// <summary>
/// Initialise the celestials camera(s).
/// </summary>
public void Initialise()
{
isInitialised = false;
// Only add celestials camera if it doesn't already exist
Transform celestialCamera1Trm = GetorCreateCamera("Celestials Camera 1", out celestialsCamera1);
// Configure the celestials camera 1
if (celestialCamera1Trm != null)
{
if (camera1 == null) { Debug.LogWarning("SSC Celestials - the (main) Camera1 is not set"); }
else if (celestialsCamera1 == null) { Debug.LogWarning("SSC Celestials - did not create Celestials Camera 1"); }
else if (IsVerifyStarSettings())
{
ConfigCameras(celestialsCamera1, camera1, -100f);
BuildCelestials();
if (camera2 != null) { InitialiseCamera2(); }
// In the Unity Lighting editor for SRP, AmbientMode.Flat = Color and Trilight = Gradient
RenderSettings.ambientMode = envAmbientSource == EnvAmbientSource.Gradient ? UnityEngine.Rendering.AmbientMode.Trilight : envAmbientSource == EnvAmbientSource.Colour ? UnityEngine.Rendering.AmbientMode.Flat : UnityEngine.Rendering.AmbientMode.Skybox;
if (overrideAmbientColour)
{
RenderSettings.ambientSkyColor = ambientSkyColour;
}
else
{
RenderSettings.ambientSkyColor = nightSkyColour;
}
isInitialised = true;
}
}
}
#endregion
#region Update Methods
// Called during the physics update loop
// Added in SSC 1.3.7 to make more compatible with
// Sticky3D character when walking and looking left/right
void FixedUpdate()
{
if (isInitialised)
{
UpdateCelestialsRotation();
}
}
/// <summary>
/// Changed from Update to LateUpdate() in SSC 1.3.3
/// to overcome issue in a build when using S3D in first
/// person and character movement in FixedUpdate.
/// </summary>
private void LateUpdate()
{
if (isInitialised)
{
UpdateCelestialsRotation();
}
}
#endregion
#region Private Methods
private void BuildCelestials()
{
DestroyStarGameObject();
CreateOrConfigureRandom();
GameObject starsGameObject = CreateStars();
if (starsGameObject != null)
{
CreatePlanets(starsGameObject);
}
}
/// <summary>
/// Calculate where the celestial (planet) should be placed relative to the celestials camera(s).
/// </summary>
/// <param name="sscCelestial"></param>
/// <returns></returns>
private Vector3 CalcCelestialPosition(SSCCelestial sscCelestial)
{
Vector3 objectPosition = sscCelestial.celestialToDirection * (minCelestialCameraDistance + sscCelestial.currentCelestialDistance);
if (useHorizon && objectPosition.y < 0f) { objectPosition.y = -objectPosition.y; }
// Cater for the celestials gameobject not being at 0,0,0
objectPosition += transform.position;
return objectPosition;
}
/// <summary>
/// Configure an instance of SSCRandom, if it hasn't
/// already been done in this session.
/// </summary>
private void CreateOrConfigureRandom()
{
if (sscRandom == null)
{
sscRandom = new SSCRandom();
sscRandom.SetSeed(821997);
}
}
private GameObject CreateStars()
{
GameObject starMeshGameObject = null;
if (starMesh != null)
{
starMeshGameObject = new GameObject("SSC Stars");
starMeshGameObject.transform.parent = transform;
starMeshGameObject.transform.localPosition = Vector3.zero;
starMeshGameObject.transform.localRotation = Quaternion.identity;
starMeshGameObject.transform.localScale = Vector3.one;
MeshFilter starMFilter = starMeshGameObject.AddComponent<MeshFilter>();
starMRenderer = starMeshGameObject.AddComponent<MeshRenderer>();
// Get the number of verts per star mesh
int starMeshVerts = starMesh.vertices == null ? 0 : starMesh.vertices.Length;
int totalVerts = 0;
starMRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
starMRenderer.receiveShadows = false;
starMeshGameObject.layer = celestialsUnityLayer;
UnityEngine.Random.InitState(0);
if (isStarfieldRandom) { sscRandom.SetSeed((int)Time.realtimeSinceStartup); }
combineInstances = new CombineInstance[numberOfStars];
Vector3 starPos;
for (int i = 0; i < combineInstances.Length; i++)
{
// Attempt to create a more randomised layout for the stars
if (isStarfieldRandom)
{
starPos = UnityEngine.Random.onUnitSphere * sscRandom.Range(1f, 5f);
}
else
{
starPos = UnityEngine.Random.onUnitSphere * UnityEngine.Random.Range(1f, 5f);
}
if (useHorizon && starPos.y < 0f) { starPos.y = -starPos.y; }
combineInstances[i].transform = Matrix4x4.TRS(starPos, Quaternion.identity, Vector3.one * 0.001f * starSize);
combineInstances[i].mesh = starMesh;
totalVerts += starMeshVerts;
}
starMFilter.sharedMesh = new Mesh();
starMFilter.sharedMesh.name = "SSC Stars Mesh";
// Check if there are more than 65535 verts
if (totalVerts > ushort.MaxValue)
{
starMFilter.sharedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
}
starMFilter.sharedMesh.CombineMeshes(combineInstances);
if (starMaterial != null) { starMRenderer.material = starMaterial; }
starMeshGameObject.isStatic = true;
}
return starMeshGameObject;
}
/// <summary>
/// Create a planet.
/// Behaviour change in 1.3.7 Beta 6a (create hidden planets but disable them immediately).
/// </summary>
/// <returns></returns>
private Transform CreatePlanet(SSCCelestial sscCelestial)
{
Transform planetTrfm = null;
if (sscCelestial != null)
{
CreateOrConfigureRandom();
// Validate the min/max size values
sscCelestial.minSize = Mathf.Clamp(sscCelestial.minSize, 1, 20);
sscCelestial.maxSize = Mathf.Clamp(sscCelestial.maxSize, sscCelestial.minSize, 20);
sscCelestial.minDistance = Mathf.Clamp(sscCelestial.minDistance, 0f, 1f);
sscCelestial.maxDistance = Mathf.Clamp(sscCelestial.maxDistance, sscCelestial.minDistance, 1f);
// Get the random numbers before deciding to skip hidden (not created) planets.
// This allows the other planet to still be rendered in their original locations.
float planetScale = sscRandom.Range(sscCelestial.minSize, sscCelestial.maxSize) * 0.01f;
sscCelestial.currentCelestialDistance = Mathf.Clamp(sscRandom.Range(sscCelestial.minDistance, sscCelestial.maxDistance + 0.01f), sscCelestial.minDistance, sscCelestial.maxDistance);
// The min distance from the camera is ~0.2, so let the user select a -1.0 - 1.0 range,
// but always add on the minimum camera distance. This should mostly avoid the planet being
// clipped by the camera.
sscCelestial.celestialToDirection = sscCelestial.isRandomPosition ? UnityEngine.Random.onUnitSphere : new Vector3(sscCelestial.positionX, sscCelestial.positionY, sscCelestial.positionZ);
// Normalise the user input
if (!sscCelestial.isRandomPosition)
{
if (sscCelestial.celestialToDirection.sqrMagnitude < Mathf.Epsilon)
{
sscCelestial.celestialToDirection = new Vector3(0f, 0f, 1f);
}
sscCelestial.celestialToDirection.Normalize();
}
Vector3 planetPos = CalcCelestialPosition(sscCelestial);
if (!sscCelestial.isHidden || isCreateHiddenPlanets)
{
GameObject planetGO = null;
if (sscCelestial.celestialMesh == null)
{
planetGO = GameObject.CreatePrimitive(PrimitiveType.Sphere);
Collider planetCollider;
if (planetGO.TryGetComponent(out planetCollider))
{
#if UNITY_EDITOR
DestroyImmediate(planetCollider);
#else
Destroy(planetCollider);
#endif
}
}
else
{
planetGO = new GameObject(sscCelestial.name);
MeshFilter mFilter = planetGO.AddComponent<MeshFilter>();
MeshRenderer mRenderer = planetGO.AddComponent<MeshRenderer>();
mFilter.mesh = sscCelestial.celestialMesh;
mRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
mRenderer.receiveShadows = true;
}
if (!string.IsNullOrEmpty(sscCelestial.name)) { planetGO.name = sscCelestial.name; }
else { planetGO.name = "Unknown"; }
planetGO.layer = celestialsUnityLayer;
planetTrfm = planetGO.transform;
// Store the transform for easy access
sscCelestial.celestialTfrm = planetTrfm;
planetTrfm.SetPositionAndRotation(planetPos, Quaternion.identity);
planetTrfm.localScale *= planetScale;
// If the user has supplied a material attempt to update the planet's material
if (sscCelestial.celestialMaterial != null)
{
if (planetGO.TryGetComponent(out celestialMeshRenderer))
{
celestialMeshRenderer.material = sscCelestial.celestialMaterial;
}
}
if (sscCelestial.isFaceCamera1 && camera1 != null)
{
// Planet (A) to look at camera (B). Direction = (B-A).normalized
Vector3 _lookVector = camera1.transform.position - planetPos;
if (_lookVector != Vector3.zero)
{
planetTrfm.rotation = Quaternion.LookRotation(_lookVector.normalized);
}
}
else
{
planetTrfm.rotation = Quaternion.Euler(sscCelestial.rotation);
}
if (sscCelestial.isHidden) { planetGO.SetActive(false); }
}
}
return planetTrfm;
}
/// <summary>
/// Attempt to create the planets as a child of the stars
/// </summary>
/// <param name="starsGameObject"></param>
private void CreatePlanets(GameObject starsGameObject)
{
if (starsGameObject != null)
{
GameObject planetsGameObject = new GameObject("SSC Planets");
if (planetsGameObject != null)
{
planetsTrfm = planetsGameObject.transform;
planetsTrfm.SetParent(starsGameObject.transform);
planetsTrfm.localPosition = Vector3.zero;
planetsTrfm.localRotation = Quaternion.identity;
planetsTrfm.localScale = Vector3.one;
planetsGameObject.layer = celestialsUnityLayer;
// Create from a list of planet prefabs
int numPlanets = celestialList == null ? 0 : celestialList.Count;
for (int cIdx = 0; cIdx < numPlanets; cIdx++)
{
Transform planet1Trfm = CreatePlanet(celestialList[cIdx]);
if (planet1Trfm != null)
{
planet1Trfm.SetParent(planetsTrfm);
}
}
}
}
}
/// <summary>
/// Configure a celestial and display camera pair
/// </summary>
/// <param name="celestialsCamera"></param>
/// <param name="displayCamera"></param>
/// <param name="celestialsCameraDepth"></param>
private void ConfigCameras(Camera celestialsCamera, Camera displayCamera, float celestialsCameraDepth)
{
if (celestialsCamera != null && displayCamera != null)
{
celestialsCamera.nearClipPlane = nearClipPlane;
celestialsCamera.farClipPlane = 10f;
celestialsCamera.depth = celestialsCameraDepth;
celestialsCamera.clearFlags = envAmbientSource == EnvAmbientSource.Skybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
celestialsCamera.backgroundColor = nightSkyColour;
celestialsCamera.cullingMask = 1 << celestialsUnityLayer;
celestialsCamera.fieldOfView = displayCamera.fieldOfView;
// Set the celestials camera to use the same monitor or "display" as the display camera
celestialsCamera.targetDisplay = displayCamera.targetDisplay;
#if SSC_URP
// Make the main camera an overlay camera (requires URP 7.3.1 or newer)
var cameraDataCelestials = celestialsCamera.GetUniversalAdditionalCameraData();
var cameraDataDisplay = displayCamera.GetUniversalAdditionalCameraData();
if (cameraDataCelestials != null && cameraDataDisplay != null)
{
cameraDataCelestials.renderType = CameraRenderType.Base;
// The display camera which renders the game, becomes an overlay camera
cameraDataDisplay.renderType = CameraRenderType.Overlay;
displayCamera.clearFlags = CameraClearFlags.Depth;
// Add the main overlay camera to the cameraStack list on the celestials camera
cameraDataCelestials.cameraStack.Add(displayCamera);
}
#elif SSC_HDRP
var cameraDataCelestials = celestialsCamera.GetComponent<HDAdditionalCameraData>();
var cameraDataDisplay = displayCamera.GetComponent<HDAdditionalCameraData>();
if (cameraDataCelestials != null && cameraDataDisplay != null)
{
cameraDataDisplay.clearColorMode = HDAdditionalCameraData.ClearColorMode.None;
//cameraDataDisplay.backgroundColorHDR = nightSkyColour;
cameraDataDisplay.volumeLayerMask = 0;
//cameraDataCelestials.clearColorMode = envAmbientSource == EnvAmbientSource.Skybox ? HDAdditionalCameraData.ClearColorMode.Sky : HDAdditionalCameraData.ClearColorMode.Color;
//cameraDataCelestials.backgroundColorHDR = nightSkyColour;
//cameraDataCelestials.volumeLayerMask = 0;
displayCamera.clearFlags = CameraClearFlags.Depth;
}
#else
displayCamera.clearFlags = CameraClearFlags.Depth;
#endif
}
}
private void DestroyStarGameObject()
{
Transform starObj = transform.Find("SSC Stars");
if (starObj != null) { DestroyImmediate(starObj.gameObject); }
}
/// <summary>
/// Find the celestials camera in the scene or create a new one.
/// This is a little simplistic and doesn't add the celestials camera
/// if the parent transform already exists.
/// </summary>
/// <param name="cameraName"></param>
/// <returns></returns>
private Transform GetorCreateCamera(string cameraName, out Camera celestialsCamera)
{
celestialsCamera = null;
Transform celestialCameraTrm = transform.Find(cameraName);
if (celestialCameraTrm == null)
{
GameObject celestialsCameraObject = new GameObject(cameraName);
if (celestialsCameraObject != null)
{
celestialsCameraObject.transform.parent = transform;
celestialsCameraObject.transform.localPosition = Vector3.zero;
celestialsCamera = celestialsCameraObject.AddComponent<Camera>();
celestialCameraTrm = celestialsCameraObject.transform;
}
}
else
{
celestialsCamera = celestialCameraTrm.GetComponent<Camera>();
}
return celestialCameraTrm;
}
private void UpdateCelestialsRotation()
{
if (camera1 != null)
{
celestialsCamera1.transform.rotation = camera1.transform.rotation;
celestialsCamera1.fieldOfView = camera1.fieldOfView;
}
if (isCamera2Initialised)
{
celestialsCamera2.transform.rotation = camera2.transform.rotation;
celestialsCamera2.fieldOfView = camera2.fieldOfView;
}
}
/// <summary>
/// Verify if the star settings look acceptable
/// </summary>
/// <returns></returns>
private bool IsVerifyStarSettings()
{
bool isVerified = false;
if (starMaterial == null)
{
#if UNITY_EDITOR
Debug.LogWarning("SSC Celestials - the star material is not set");
#endif
}
else if (starMesh == null)
{
#if UNITY_EDITOR
Debug.LogWarning("SSC Celestials - the star mesh is not set");
#endif
}
else if (starSize <= 0f)
{
#if UNITY_EDITOR
Debug.LogWarning("SSC Celestials - the star size must be greater than 0");
#endif
}
else if (numberOfStars < 1)
{
#if UNITY_EDITOR
Debug.LogWarning("SSC Celestials - the number of stars must be greater than 0");
#endif
}
else
{
isVerified = true;
}
return isVerified;
}
#endregion
#region Public API Methods
/// <summary>
/// Get a celestial (planet) by using its unique identifier.
/// </summary>
/// <param name="celestialId"></param>
public SSCCelestial GetCelestialByID(int celestialId)
{
SSCCelestial celestial = null;
if (celestialId != 0 && celestialList != null)
{
for (int cIdx = 0; cIdx < celestialList.Count; cIdx++)
{
SSCCelestial _tempCelestial = celestialList[cIdx];
if (_tempCelestial != null && _tempCelestial.celestialId == celestialId)
{
celestial = _tempCelestial;
break;
}
}
}
return celestial;
}
/// <summary>
/// Get a celestial (planet) by using its zero-based index in the list
/// </summary>
/// <param name="index"></param>
public SSCCelestial GetCelestialByIndex(int index)
{
int numCelestials = celestialList == null ? 0 : celestialList.Count;
if (index >= 0 && index < numCelestials)
{
return celestialList[index];
}
else
{
return null;
}
}
/// <summary>
/// Get a celestial (planet) by using its case-sensitive name.
/// WARNING: This will increase GC, so where possible, instead
/// use either GetCelestialByIndex or GetCelestialById.
/// </summary>
/// <param name="celestialName"></param>
/// <returns></returns>
public SSCCelestial GetCelestialByName(string celestialName)
{
SSCCelestial celestial = null;
int numCelestials = celestialList == null ? 0 : celestialList.Count;
if (numCelestials > 0 && !string.IsNullOrEmpty(celestialName))
{
celestial = celestialList.Find(c => c.name == celestialName);
}
return celestial;
}
/// <summary>
/// Get the relative distance between the celestial camera and the planet
/// </summary>
/// <param name="celestial"></param>
/// <param name="forceRecalc">If position has been changed outside SSCCelestials, recalculate its distance</param>
/// <returns></returns>
public float GetCelestialDistance(SSCCelestial celestial, bool forceRecalc = false)
{
if (celestial != null && !celestial.isHidden)
{
if (!forceRecalc)
{
return celestial.currentCelestialDistance;
}
else if (isInitialised && celestialsCamera1 != null)
{
// Planet (A) Camera (B). Direction = (B-A).normalized
Vector3 _lookVector = celestialsCamera1.transform.position - celestial.celestialTfrm.position;
celestial.currentCelestialDistance = _lookVector.magnitude - minCelestialCameraDistance;
return celestial.currentCelestialDistance;
}
else if (isCamera2Initialised && celestialsCamera2 != null)
{
// Planet (A) Camera (B). Direction = (B-A).normalized
Vector3 _lookVector = celestialsCamera2.transform.position - celestial.celestialTfrm.position;
celestial.currentCelestialDistance = _lookVector.magnitude - minCelestialCameraDistance;
return celestial.currentCelestialDistance;
}
else { return 0f; }
}
else { return 0f; }
}
/// <summary>
/// Hide the planet baesd on its zero-based position in the list
/// </summary>
/// <param name="planetIndex"></param>
public void HidePlanet (int planetIndex)
{
SSCCelestial planet = GetCelestialByIndex(planetIndex);
if (planet != null && planet.CelestialTransform != null)
{
planet.CelestialTransform.gameObject.SetActive(false);
}
}
/// <summary>
/// If the stars have already been created, attempt to hide them.
/// </summary>
public void HideStars()
{
if (starMRenderer != null)
{
starMRenderer.enabled = false;
}
}
/// <summary>
/// Initialise the second camera
/// </summary>
public void InitialiseCamera2()
{
if (isInitialised)
{
// Only add celestials camera if it doesn't already exist
Transform celestialCamera2Trm = GetorCreateCamera("Celestials Camera 2", out celestialsCamera2);
if (celestialCamera2Trm != null && celestialsCamera2 != null)
{
ConfigCameras(celestialsCamera2, camera2, -102f);
isCamera2Initialised = true;
}
}
}
/// <summary>
/// Call this if you have changed any of the settings on the camera1 and/or camera2
/// </summary>
public void RefreshCameras()
{
if (IsInitialised)
{
ConfigCameras(celestialsCamera1, camera1, -100f);
ConfigCameras(celestialsCamera2, camera2, -102f);
}
}
/// <summary>
/// Call this when changing the number of stars and/or planets.
/// </summary>
public void RefreshCelestials()
{
if (isInitialised && IsVerifyStarSettings())
{
BuildCelestials();
}
}
/// <summary>
/// Set the relative distance the celestial object (planet) is from the celestials camera(s).
/// </summary>
/// <param name="celestial"></param>
/// <param name="relativeDistance">Value must be between 0.0 and 1.0</param>
public void SetCelestialDistance (SSCCelestial celestial, float relativeDistance)
{
if (relativeDistance >= 0f && relativeDistance <= 1f && celestial != null && !celestial.isHidden)
{
celestial.currentCelestialDistance = relativeDistance;
Vector3 celestialPos = CalcCelestialPosition(celestial);
celestial.celestialTfrm.position = celestialPos;
}
}
/// <summary>
/// Set the number of stars. After calling this, call RefreshCelestials()
/// for it to take effect.
/// </summary>
/// <param name="newNumberOfStars"></param>
public void SetNumberOfStars (int newNumberOfStars)
{
if (numberOfStars > 0)
{
numberOfStars = newNumberOfStars;
}
}
/// <summary>
/// Show the planet baesd on its zero-based position in the list
/// </summary>
/// <param name="planetIndex"></param>
public void ShowPlanet (int planetIndex)
{
SSCCelestial planet = GetCelestialByIndex(planetIndex);
if (planet != null && planet.CelestialTransform != null)
{
planet.CelestialTransform.gameObject.SetActive(true);
}
}
/// <summary>
/// If the stars have already been created, but then hidden,
/// attempt to show them.
/// </summary>
public void ShowStars()
{
if (starMRenderer != null)
{
starMRenderer.enabled = true;
}
}
#endregion
}
}