rabidus-test/Assets/Amazing Assets/Curved World/Example Scenes/Files/Scripts/DisableCurvedWorld.cs

88 lines
2.9 KiB
C#

using UnityEngine;
//This script is designed specially for "car racing" example scenes, to exclude object from Curved World space and paste it in the same position, but now in the World space
//
//Car wiil be excluded from Curved World space if it goes out of the road
namespace AmazingAssets.CurvedWorld.Example
{
public class DisableCurvedWorld : MonoBehaviour
{
public CurvedWorld.CurvedWorldController curvedWorldController;
[Space(10)]
public float xMin = 0;
public float xMax = 0;
[Space(10)]
public float yMin = 0;
public float yMax = 0;
[Space(10)]
public float zMin = 0;
public float zMax = 0;
private void FixedUpdate()
{
if (xMin != xMax)
{
if (transform.position.x < xMin || transform.position.x > xMax)
ToWorldSpace();
}
else if (yMin != yMax)
{
if (transform.position.y < yMin || transform.position.y > yMax)
ToWorldSpace();
}
else if (zMin != zMax)
{
if (transform.position.z < zMin || transform.position.z > zMax)
ToWorldSpace();
}
}
void ToWorldSpace()
{
//Disable Curved World vertex transformation by enabling "CURVEDWORLD_DISABLED_ON" keyword.
//Note, if shader is constructed using shader graph tools, "CURVEDWORLD_DISABLED_ON" keyword has to be implemented there manually, or material shader can be replaced with 'non Curved World' shader.
Renderer[] renderers = GetComponentsInChildren<Renderer>();
for (int r = 0; r < renderers.Length; r++)
{
if (renderers[r] == null || renderers[r].sharedMaterials == null)
continue;
for (int m = 0; m < renderers[r].sharedMaterials.Length; m++)
{
if (renderers[r].materials[m] != null)
renderers[r].materials[m].EnableKeyword("CURVEDWORLD_DISABLED_ON");
}
}
//Get Curved World equivalent position, but in World Space
Vector3 realPosition = curvedWorldController.TransformPosition(transform.position);
//And rotation too.
Quaternion realRotation = curvedWorldController.TransformRotation(transform.position, transform.forward, transform.right);
//Update object transformation
transform.position = realPosition;
transform.rotation = realRotation;
//Dissable collider to avoid confusion with 'Curved World' physics
Collider collider = GetComponent<Collider>();
if (collider != null)
collider.enabled = false;
//This script can be disabled
this.enabled = false;
}
}
}