rabidus-test/Assets/LeanTween/Examples/Scripts/PathSplinePerformance.cs

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2023-07-24 16:38:13 +03:00
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DentedPixel;
// This class is to test the upper limits of a complex spline
public class PathSplinePerformance : MonoBehaviour {
public GameObject trackTrailRenderers;
public GameObject car;
public GameObject carInternal;
public float circleLength = 10f;
public float randomRange = 1f;
public int trackNodes = 30;
public float carSpeed = 30f;
public float tracerSpeed = 2f;
private LTSpline track;
private int trackIter = 1;
private float carAdd;
private float trackPosition; // ratio 0,1 of the avatars position on the track
void Start () {
Application.targetFrameRate = 240;
// Make the track from the provided transforms
List<Vector3> randList = new List<Vector3>();
float degree = 0f;
int nodeLength = trackNodes + 1;// We need to add some extra because the first and last nodes just act as *guides* to the first and last curvature
for(int i = 0; i < nodeLength; i++){
float x = Mathf.Cos( degree * Mathf.Deg2Rad ) * circleLength + Random.Range(0f, randomRange);
float z = Mathf.Sin( degree * Mathf.Deg2Rad ) * circleLength + Random.Range(0f, randomRange);
randList.Add( new Vector3(x,1f,z ) );
degree += 360f/(float)trackNodes;
}
randList[0] = randList[ randList.Count-1 ]; // set the zero-ith one as the last position so it will flow smoothly into the first curve
randList.Add( randList[1] ); // Add the first and second one in, so the circle connects to itself
randList.Add( randList[2] );
track = new LTSpline( randList.ToArray() );
carAdd = carSpeed / track.distance;
tracerSpeed = track.distance / (carSpeed*1.2f);
// Optional technique to show the trails in game
LeanTween.moveSpline( trackTrailRenderers, track, tracerSpeed ).setOrientToPath(true).setRepeat(-1);
}
void Update () {
// Switch tracks on keyboard input
float turn = Input.GetAxis("Horizontal");
if(Input.anyKeyDown){
if(turn<0f && trackIter>0){
trackIter--;
playSwish();
}else if(turn>0f && trackIter < 2){ // We have three track "rails" so stopping it from going above 3
trackIter++;
playSwish();
}
// Move the internal local x of the car to simulate changing tracks
LeanTween.moveLocalX(carInternal, (trackIter-1)*6f, 0.3f).setEase(LeanTweenType.easeOutBack);
}
// Update avatar's position on correct track
track.place( car.transform, trackPosition );
trackPosition += Time.deltaTime * carAdd;
if(trackPosition>1f)
trackPosition = 0f; // We need to keep the ratio between 0-1 so after one we will loop back to the beginning of the track
}
// Use this for visualizing what the track looks like in the editor (for a full suite of spline tools check out the LeanTween Editor)
void OnDrawGizmos(){
if(track!=null)
track.drawGizmo( Color.red );
}
// Make your own LeanAudio sounds at http://leanaudioplay.dentedpixel.com
void playSwish(){
AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 0.005464481f, 1.83897f, 0f), new Keyframe(0.1114856f, 2.281785f, 0f, 0f), new Keyframe(0.2482903f, 2.271654f, 0f, 0f), new Keyframe(0.3f, 0.01670286f, 0f, 0f));
AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.00136725f, 0f, 0f), new Keyframe(0.1482391f, 0.005405405f, 0f, 0f), new Keyframe(0.2650336f, 0.002480127f, 0f, 0f));
AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.2f,0.5f,0f)} ).setWaveNoise().setWaveNoiseScale(1000));
LeanAudio.play( audioClip ); //a:fvb:8,,.00136725,,,.1482391,.005405405,,,.2650336,.002480127,,,8~8,,.005464481,1.83897,,.1114856,2.281785,,,.2482903,2.271654,,,.3,.01670286,,,8~.2,.5,,~~0~~3,1000,1
}
}