341 lines
14 KiB
C#
341 lines
14 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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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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public class ThrusterEffects : MonoBehaviour
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{
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#region Public variables
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/// <summary>
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/// The amount of input required before the effect will have any effect.
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/// This can be useful with controllers which can produce small values
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/// when the user is not moving them (simulates a dead-zone).
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/// It can also avoid thruster effects "firing" for very small inputs.
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/// </summary>
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[Range(0f, 0.1f)] public static float inputThreshold = 0.005f;
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#endregion
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#region Private variables - General
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private bool initialised = false;
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private int index = 0;
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private float currentThrusterInput = 0f;
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#endregion
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#region Private shuriken particle variables
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// Arrays of shuriken particle systems and their initial rate over time multipliers
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private ParticleSystem[] shurikenParticles;
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private float[] shurikenParticleInitialRateMultipliers;
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private float[] shurikenParticleInitialSpeedMultipliers;
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private int numShurikenParticles = 0;
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private ParticleSystem.EmissionModule shurikenEmissionModule;
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private ParticleSystem.MainModule shurikenMainModule;
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#endregion
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#region Private AudioSource variables
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// Audio sources for clips
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private AudioSource[] audioSources;
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private int numAudioSources = 0;
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private AudioSource audioSource;
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private float maxVolume = 1f;
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#endregion
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#region Private or Internal Methods
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/// <summary>
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/// [INTERNAL ONLY]
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/// Clear thruster effects data
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/// </summary>
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internal void Clear()
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{
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shurikenParticles = null;
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shurikenParticleInitialRateMultipliers = null;
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shurikenParticleInitialSpeedMultipliers = null;
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audioSources = null;
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numAudioSources = 0;
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numShurikenParticles = 0;
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}
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/// <summary>
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/// If initialised restore the ParticleSystems to their original values. This is typically
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/// used when we want to reinitialise the system.
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/// </summary>
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protected virtual void RestoreInitialValues()
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{
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if (initialised)
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{
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// Restore Particle Systems to original values
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numShurikenParticles = shurikenParticles == null ? 0 : shurikenParticles.Length;
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for (index = 0; index < numShurikenParticles; index++)
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{
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if (shurikenParticles[index] != null)
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{
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shurikenEmissionModule = shurikenParticles[index].emission;
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shurikenMainModule = shurikenParticles[index].main;
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shurikenEmissionModule.rateOverTimeMultiplier = shurikenParticleInitialRateMultipliers[index];
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shurikenMainModule.startSpeedMultiplier = shurikenParticleInitialSpeedMultipliers[index];
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}
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}
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// Restore Audio Sources to original volumes
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numAudioSources = audioSources == null ? 0 : audioSources.Length;
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for (index = 0; index < numAudioSources; index++)
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{
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audioSources[index].volume = maxVolume;
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}
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}
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}
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#endregion
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#region Public Virtual Member Methods
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/// <summary>
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/// Uses the given thruster input value to update all thruster effects systems i.e. particle systems.
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/// minEffectsRate must be between 0.0 and 1.0. This is the minimum particle system emission rate
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/// proportional to the maximum emission rate.
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/// Assumes thruster is not null.
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/// </summary>
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/// <param name="thruster"></param>
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/// <param name="shipLocalVelocity"></param>
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public virtual void UpdateThrusterInput (Thruster thruster, Vector3 shipLocalVelocity)
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{
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if (initialised)
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{
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// We only want to update the thruster effect systems when we receive input from this function
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// This way we can update this less frequently etc. to improve performance
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// Check for maxThrust > 0. If no thrust, then no FX or audio.
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float thrusterInput = thruster.maxThrust * thruster.throttle > 0f ? thruster.currentInput * thruster.CurrentPerformance : 0f;
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bool isFXLimited = false;
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// Check for inputThreshold
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currentThrusterInput = thrusterInput < inputThreshold ? 0f : thrusterInput;
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// Check if ship is travelling too fast or two slow on Z-axis for the thruster to be active
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if (currentThrusterInput > 0f && thruster.limitEffectsOnZ)
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{
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if (shipLocalVelocity.z < thruster.minEffectsOnZ || shipLocalVelocity.z > thruster.maxEffectsOnZ)
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{
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currentThrusterInput = 0f;
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isFXLimited = true;
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}
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}
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// Check if ship is travelling too fast or two slow on Y-axis for the thruster to be active
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if (currentThrusterInput > 0f && thruster.limitEffectsOnY)
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{
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if (shipLocalVelocity.y < thruster.minEffectsOnY || shipLocalVelocity.y > thruster.maxEffectsOnY)
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{
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currentThrusterInput = 0f;
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isFXLimited = true;
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}
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}
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if (currentThrusterInput > 0f || (!isFXLimited && thruster.isMinEffectsAlwaysOn))
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{
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// If user wants a minimum particle emission or audio volume, update accordingly.
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currentThrusterInput = currentThrusterInput < thruster.minEffectsRate ? thruster.minEffectsRate * (thruster.isThrottleMinEffects ? thruster.throttle : 1f) : currentThrusterInput;
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// Clamp to 1.0
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if (currentThrusterInput > 1f) { currentThrusterInput = 1f; }
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}
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// Update shuriken particle systems
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numShurikenParticles = shurikenParticles == null ? 0 : shurikenParticles.Length;
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for (index = 0; index < numShurikenParticles; index++)
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{
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ParticleSystem pSystem = shurikenParticles[index];
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shurikenEmissionModule = pSystem.emission;
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shurikenMainModule = pSystem.main;
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if (currentThrusterInput > 0f)
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{
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// +SMS v1.3.6 Beta 1j. Used with isMinEffectsAlwaysOn and ship.isThrusterFXStationary
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if (thruster.isMinEffectsAlwaysOn && pSystem.isPaused) { pSystem.Play(true); }
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shurikenEmissionModule.rateOverTimeMultiplier = shurikenParticleInitialRateMultipliers[index] * currentThrusterInput;
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shurikenMainModule.startSpeedMultiplier = shurikenParticleInitialSpeedMultipliers[index] * currentThrusterInput;
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}
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else
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{
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shurikenEmissionModule.rateOverTimeMultiplier = 0f;
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shurikenMainModule.startSpeedMultiplier = 0f;
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}
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}
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// Update Audio Sources
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// numAudioSources is set in Initialise()
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for (index = 0; index < numAudioSources; index++)
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{
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audioSource = audioSources[index];
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if (currentThrusterInput > 0f)
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{
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// +SMS v1.3.6 Beta 1j. Used with isMinEffectsAlwaysOn and ship.isThrusterFXStationary
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if (thruster.isMinEffectsAlwaysOn && audioSource.mute) { audioSource.mute = false; }
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audioSource.volume = currentThrusterInput * maxVolume;
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if (!audioSource.isPlaying && audioSource.isActiveAndEnabled) { audioSource.Play(); }
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}
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else { audioSource.volume = 0f; }
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}
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}
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}
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/// <summary>
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/// Pauses the thruster effects.
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/// </summary>
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public virtual void Pause()
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{
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// Update shuriken particle systems
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numShurikenParticles = shurikenParticles == null ? 0 : shurikenParticles.Length;
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for (index = 0; index < numShurikenParticles; index++)
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{
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shurikenParticles[index].Pause();
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}
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Mute(true);
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}
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/// <summary>
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/// Stop thruster effects and set sound volume to 0.
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/// </summary>
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public virtual void Stop()
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{
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// Update shuriken particle systems
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numShurikenParticles = shurikenParticles == null ? 0 : shurikenParticles.Length;
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for (index = 0; index < numShurikenParticles; index++)
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{
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// Cannot just do Stop() as previous state could have been Pause()
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shurikenParticles[index].Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
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}
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// Turn off volume.
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// numAudioSources is set in Initialise()
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for (index = 0; index < numAudioSources; index++)
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{
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audioSource = audioSources[index];
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audioSource.volume = 0f;
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if (audioSource.isActiveAndEnabled && audioSource.isPlaying) { audioSource.Stop(); }
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}
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}
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/// <summary>
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/// Plays the thruster effects (resuming them if they were previously paused).
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/// </summary>
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public virtual void Play()
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{
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// Update shuriken particle systems
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numShurikenParticles = shurikenParticles == null ? 0 : shurikenParticles.Length;
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for (index = 0; index < numShurikenParticles; index++)
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{
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shurikenParticles[index].Play();
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}
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UnMute(true);
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}
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/// <summary>
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/// Set the max volume of the thruster effects audio.
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/// </summary>
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/// <param name="newMaxVolume"></param>
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public virtual void SetMaxVolume(float newMaxVolume)
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{
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maxVolume = newMaxVolume < 0f ? 0f : newMaxVolume > 1f ? 1f : newMaxVolume;
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}
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/// <summary>
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/// Mutes the sound on all active audio sources on the thruster. This is automatically
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/// called in Pause().
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/// </summary>
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public virtual void Mute(bool isPauseSound)
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{
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// numAudioSources is set in Initialise()
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for (index = 0; index < numAudioSources; index++)
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{
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audioSource = audioSources[index];
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audioSource.mute = true;
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if (isPauseSound && audioSource.isPlaying && audioSource.isActiveAndEnabled) { audioSource.Pause(); }
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}
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}
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/// <summary>
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/// UnMutes the sound on all active audio sources on the thruster. This is automatically
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/// called in Play().
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/// </summary>
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/// <param name="isUnPauseSound"></param>
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public virtual void UnMute(bool isUnPauseSound)
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{
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// numAudioSources is set in Initialise()
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for (index = 0; index < numAudioSources; index++)
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{
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audioSource = audioSources[index];
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if (isUnPauseSound && !audioSource.isPlaying && audioSource.isActiveAndEnabled) { audioSource.Play(); }
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audioSource.mute = false;
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}
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}
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/// <summary>
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/// Initialise thruster effects.
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/// NOTE: This will increase Garbage Collection, so use sparingly.
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/// Ignores disabled AudioSources
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/// The audio max volume is set to the current volume of the audio source.
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/// </summary>
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public virtual void Initialise ()
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{
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// If this is being re-initialised, like when effects have been added, removed or disabled,
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// we need to reset the Particle Systems and Audio Sources to original values first.
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if (initialised) { RestoreInitialValues(); }
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// Find all the attached shuriken particle systems
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List<ParticleSystem> shurikenParticlesList = new List<ParticleSystem>();
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shurikenParticlesList.AddRange(GetComponentsInChildren<ParticleSystem>());
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shurikenParticles = shurikenParticlesList.ToArray();
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// Get the initial rate over time / speed multipliers - this is necessary as we want to always set the multiplier
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// to this initial value multiplied by the current thruster input
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numShurikenParticles = shurikenParticles == null ? 0 : shurikenParticles.Length;
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shurikenParticleInitialRateMultipliers = new float[numShurikenParticles];
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shurikenParticleInitialSpeedMultipliers = new float[numShurikenParticles];
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for (index = 0; index < numShurikenParticles; index++)
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{
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if (shurikenParticles[index] != null)
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{
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shurikenParticleInitialRateMultipliers[index] = shurikenParticles[index].emission.rateOverTimeMultiplier;
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shurikenParticleInitialSpeedMultipliers[index] = shurikenParticles[index].main.startSpeedMultiplier;
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}
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}
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// Find all the attached enabled audiosources
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List <AudioSource> audioSourceList = new List<AudioSource>(2);
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// For some reason when includeInactive is false, it still returns them.
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GetComponentsInChildren(false, audioSourceList);
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// As an optimisation remove any invalid or non-configured sources
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// We need to loop through the list and potentially have to count the items twice, but it will be faster when updating.
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numAudioSources = audioSourceList == null ? 0 : audioSourceList.Count;
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for (index = numAudioSources- 1; index >= 0; index--)
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{
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if (audioSourceList[index].clip == null || !audioSourceList[index].gameObject.activeSelf) { audioSourceList.RemoveAt(index); }
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else { maxVolume = audioSourceList[index].volume; }
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}
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audioSources = audioSourceList.ToArray();
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numAudioSources = audioSources == null ? 0 : audioSources.Length;
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initialised = true;
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}
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#endregion
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}
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}
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