136 lines
4.0 KiB
C#
136 lines
4.0 KiB
C#
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using UnityEngine;
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// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
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namespace SciFiShipController
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{
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/// <summary>
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/// Class containing data for planets that are used in the Celestials demo component
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/// </summary>
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[System.Serializable]
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public class SSCCelestial
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{
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#region Public variables
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// IMPORTANT - when changing this section also update SetClassDefault()
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// Also update ClassName(ClassName className) Clone Constructor (if there is one)
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/// <summary>
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/// The name of the planet or celestial object.
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/// </summary>
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[Tooltip("The name of the planet or celestial object")]
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public string name;
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/// <summary>
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/// The minimum scaled size of the celestial
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/// </summary>
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[Tooltip("The minimum scaled size of the celestial")]
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[Range(1, 20), Min(1)] public int minSize;
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/// <summary>
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/// The maximum scaled size of the celestial
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/// </summary>
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[Tooltip("The maximum scaled size of the celestial")]
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[Range(1, 20), Min(1)] public int maxSize;
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[Tooltip("The minimum relative distance the celestial is from the camera")]
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[Range(0f, 1f)] public float minDistance;
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[Tooltip("The maximum relative distance the celestial is from the camera")]
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[Range(0f, 1f)] public float maxDistance;
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[Tooltip("Should the position of the planet be randomly generated")]
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public bool isRandomPosition;
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[Tooltip("The relative left or right position of the planet")]
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[Range(-1f, 1f)] public float positionX;
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[Tooltip("The relative up or down position of the planet")]
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[Range(-1f, 1f)] public float positionY;
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[Tooltip("The relative forward or back position of the planet")]
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[Range(-1f, 1f)] public float positionZ;
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[Tooltip("Rotation in degrees. Has no effect if Is Face Camera is enabled.")]
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public Vector3 rotation;
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[Tooltip("The optional material for the celestial object")]
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public Material celestialMaterial;
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[Tooltip("Optional mesh for the celestial object. Will default to a Unity sphere.")]
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public Mesh celestialMesh;
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[Tooltip("If you do not have a seamless texture, enabling this may hide the seams. Overrides the Rotation setting.")]
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public bool isFaceCamera1;
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[Tooltip("For testing purposes you might want to not render or create some celestial objects")]
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public bool isHidden;
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/// <summary>
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/// The unique identifier or guidHash for this planet.
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/// </summary>
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[HideInInspector] public int celestialId;
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#endregion
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#region Public Properties
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public Transform CelestialTransform { get { return celestialTfrm; } }
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#endregion
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#region Private Variables
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[System.NonSerialized] internal Transform celestialTfrm;
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/// <summary>
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/// This is the initial direction from the celestials camera to the
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/// celestial object (planet).
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/// </summary>
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[System.NonSerialized] internal Vector3 celestialToDirection;
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/// <summary>
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/// The current relative distance the celestial object (planet) is
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/// from the celestials camera.
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/// </summary>
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internal float currentCelestialDistance;
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#endregion
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#region Constructors
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// Class constructor
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public SSCCelestial()
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{
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SetClassDefaults();
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}
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#endregion
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#region Public Non-Static Methods
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public void SetClassDefaults()
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{
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this.name = "Planet1";
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minSize = 1;
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maxSize = 4;
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minDistance = 0f;
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maxDistance = 1f;
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isRandomPosition = true;
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celestialMaterial = null;
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isFaceCamera1 = false;
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isHidden = false;
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celestialMesh = null;
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if (celestialId == 0) { celestialId = SSCMath.GetHashCodeFromGuid(); }
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}
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#endregion
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}
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}
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