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

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2023-07-24 16:38:13 +03:00
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// Class containing data for planets that are used in the Celestials demo component
/// </summary>
[System.Serializable]
public class SSCCelestial
{
#region Public variables
// IMPORTANT - when changing this section also update SetClassDefault()
// Also update ClassName(ClassName className) Clone Constructor (if there is one)
/// <summary>
/// The name of the planet or celestial object.
/// </summary>
[Tooltip("The name of the planet or celestial object")]
public string name;
/// <summary>
/// The minimum scaled size of the celestial
/// </summary>
[Tooltip("The minimum scaled size of the celestial")]
[Range(1, 20), Min(1)] public int minSize;
/// <summary>
/// The maximum scaled size of the celestial
/// </summary>
[Tooltip("The maximum scaled size of the celestial")]
[Range(1, 20), Min(1)] public int maxSize;
[Tooltip("The minimum relative distance the celestial is from the camera")]
[Range(0f, 1f)] public float minDistance;
[Tooltip("The maximum relative distance the celestial is from the camera")]
[Range(0f, 1f)] public float maxDistance;
[Tooltip("Should the position of the planet be randomly generated")]
public bool isRandomPosition;
[Tooltip("The relative left or right position of the planet")]
[Range(-1f, 1f)] public float positionX;
[Tooltip("The relative up or down position of the planet")]
[Range(-1f, 1f)] public float positionY;
[Tooltip("The relative forward or back position of the planet")]
[Range(-1f, 1f)] public float positionZ;
[Tooltip("Rotation in degrees. Has no effect if Is Face Camera is enabled.")]
public Vector3 rotation;
[Tooltip("The optional material for the celestial object")]
public Material celestialMaterial;
[Tooltip("Optional mesh for the celestial object. Will default to a Unity sphere.")]
public Mesh celestialMesh;
[Tooltip("If you do not have a seamless texture, enabling this may hide the seams. Overrides the Rotation setting.")]
public bool isFaceCamera1;
[Tooltip("For testing purposes you might want to not render or create some celestial objects")]
public bool isHidden;
/// <summary>
/// The unique identifier or guidHash for this planet.
/// </summary>
[HideInInspector] public int celestialId;
#endregion
#region Public Properties
public Transform CelestialTransform { get { return celestialTfrm; } }
#endregion
#region Private Variables
[System.NonSerialized] internal Transform celestialTfrm;
/// <summary>
/// This is the initial direction from the celestials camera to the
/// celestial object (planet).
/// </summary>
[System.NonSerialized] internal Vector3 celestialToDirection;
/// <summary>
/// The current relative distance the celestial object (planet) is
/// from the celestials camera.
/// </summary>
internal float currentCelestialDistance;
#endregion
#region Constructors
// Class constructor
public SSCCelestial()
{
SetClassDefaults();
}
#endregion
#region Public Non-Static Methods
public void SetClassDefaults()
{
this.name = "Planet1";
minSize = 1;
maxSize = 4;
minDistance = 0f;
maxDistance = 1f;
isRandomPosition = true;
celestialMaterial = null;
isFaceCamera1 = false;
isHidden = false;
celestialMesh = null;
if (celestialId == 0) { celestialId = SSCMath.GetHashCodeFromGuid(); }
}
#endregion
}
}