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Dust & Asteroid Effects

master
laurids 3 years ago
parent
commit
adbb3c1de3
204 changed files with 271921 additions and 192 deletions
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using UnityEngine;
using System.Collections;
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private float tumble;
void Start()
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@ -122,7 +124,7 @@ LineRenderer:
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@ -151,5 +153,6 @@ MonoBehaviour:
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ConstantWidth: 0.0025
ConstantQuadScale: 0.012
BlendDistance: 50
QuadCount: 8
QuadSpeed: 200

+ 2479
- 173
Assets/GWConquest/Scenes/GalaxyMap.unity
File diff suppressed because it is too large
View File


+ 7
- 2
Assets/GWConquest/Scripts/Planet.cs View File

@ -60,6 +60,8 @@ namespace GWConquest
public float MaxCircleScale;
private float CircleScaleVelocity;
public Transform AsteroidsTransform;
public float FleetRestingRadius;
@ -190,6 +192,8 @@ namespace GWConquest
OriginalDesaturation = rend.material.GetFloat("_Desaturation");
}
PlanetPlacement.Instance.SpawnAsteroids(this);
}
}
@ -494,14 +498,15 @@ namespace GWConquest
{
if(Application.isPlaying)
{
float CircleSizeTarget = GameManager.Instance.ShowCircles ? MaxCircleScale : 0f;
const float CircleSizeMin = 0.001f;
float CircleSizeTarget = GameManager.Instance.ShowCircles ? MaxCircleScale : CircleSizeMin;
float CircleSize = CircleTransform.localScale.x;
CircleSize = Mathf.SmoothDamp(CircleSize, CircleSizeTarget, ref CircleScaleVelocity, CircleTransformDamp);
CircleTransform.localScale = Vector3.one * CircleSize;
if(IngameUI.PlanetViewEnabled || (!DebugUI.ShowAllPlanets && VisibilityStatus == PlanetVisibilityStatus.Hidden) || CircleSize == 0f)
if(IngameUI.PlanetViewEnabled || (!DebugUI.ShowAllPlanets && VisibilityStatus == PlanetVisibilityStatus.Hidden) || CircleSize == CircleSizeMin)
{
CircleTransform.gameObject.SetActive(false);
}


+ 31
- 1
Assets/GWConquest/Scripts/PlanetConnection.cs View File

@ -21,6 +21,8 @@ namespace GWConquest
public float ConstantWidth;
public float ConstantQuadScale;
public float BlendDistance;
public float QuadCount;
public float QuadSpeed;
@ -59,6 +61,26 @@ namespace GWConquest
color2 = player2.Faction.FactionColor;
}
}
//if(lineRenderer.colorGradient.alphaKeys.Length == 4)
//{
float connLength = Vector3.Distance(lineRenderer.GetPosition(0), lineRenderer.GetPosition(lineRenderer.positionCount-1));
var gradient = lineRenderer.colorGradient;
var alpha = gradient.alphaKeys[1].alpha;
var alphaKeys = new GradientAlphaKey[4];
float relblend = Mathf.Min(0.5f, BlendDistance / connLength);
alphaKeys[0].time = 0f;
alphaKeys[0].alpha = 0f;
alphaKeys[1].time = relblend;
alphaKeys[1].alpha = alpha;
alphaKeys[2].time = 1f - relblend;
alphaKeys[2].alpha = alpha;
alphaKeys[3].time = 1f;
alphaKeys[3].alpha = 0f;
gradient.alphaKeys = alphaKeys;
lineRenderer.colorGradient = gradient;
//}
lineRenderer.startColor = Util.UpdateColorRGB(lineRenderer.startColor, color1);
lineRenderer.endColor = Util.UpdateColorRGB(lineRenderer.endColor, color2);
@ -166,7 +188,15 @@ namespace GWConquest
pos2 -= diff * planet2.CircleTransform.lossyScale.x / 2f;
}
lr.SetPositions(new Vector3[] { pos1, pos2 });
Vector3 pos1blend = pos1 + diff * BlendDistance;
Vector3 pos2blend = pos2 - diff * BlendDistance;
if(lr.positionCount != 4)
{
lr.positionCount = 4;
}
lr.SetPositions(new Vector3[] { pos1, pos1blend, pos2blend, pos2 });


+ 106
- 0
Assets/GWConquest/Scripts/PlanetPlacement.cs View File

@ -56,6 +56,37 @@ namespace GWConquest
public int Pass2New_MinConnections;
public int Pass2New_MaxConnections;
[System.Serializable]
public class AsteroidSettings {
public GameObject[] AsteroidPrefabs;
public GameObject DustPrefab;
public GameObject DebrisFieldPrefab;
public float AsteroidChance;
public int MinAsteroidCount;
public int MaxAsteroidCount;
public float MinAsteroidScale;
public float MaxAsteroidScale;
public float MinAsteroidRadius;
public float MaxAsteroidRadius;
public float DebrisFieldChance;
public float MinDebrisFieldScale;
public float MaxDebrisFieldScale;
public float MinDustAlpha;
public float MaxDustAlpha;
public float MinDustScale;
public float MaxDustScale;
public float MinDustSaturation;
public float MaxDustSaturation;
}
public AsteroidSettings asteroidSettings = new AsteroidSettings();
public List<string> AvailableNames = new List<string>();
private string DrawName()
@ -115,6 +146,81 @@ namespace GWConquest
}
planet.PrefabObject = sphereGO;
SpawnAsteroids(planet);
}
public void SpawnAsteroids(Planet planet)
{
var parentTrans = planet.AsteroidsTransform;
var dust = Instantiate(asteroidSettings.DustPrefab);
var dustTrans = dust.transform;
dustTrans.SetParent(parentTrans);
dustTrans.localPosition = Vector3.zero;
dustTrans.localRotation = Quaternion.identity;
float dustScale = Random.Range(asteroidSettings.MinDustScale, asteroidSettings.MaxDustScale);
dustTrans.localScale = Vector3.one * dustScale;
var dustPS = dust.GetComponent<ParticleSystem>();
var psMain = dustPS.main;
var startColor = psMain.startColor;
float dustAlpha = Random.Range(asteroidSettings.MinDustAlpha, asteroidSettings.MaxDustAlpha);
float dustColorH = Random.value;
float dustColorS = Random.Range(asteroidSettings.MinDustSaturation, asteroidSettings.MaxDustSaturation);
Color colorMin = startColor.colorMin;
Color.RGBToHSV(colorMin, out float dustColorHMin, out float dustColorSMin, out float dustColorVMin);
colorMin = Color.HSVToRGB(dustColorH, dustColorS, dustColorVMin);
colorMin.a = dustAlpha;
Color colorMax = startColor.colorMax;
Color.RGBToHSV(colorMax, out float dustColorHMax , out float dustColorSMax, out float dustColorVMax);
colorMax = Color.HSVToRGB(dustColorH, dustColorS, dustColorVMax);
colorMax.a = dustAlpha;
startColor.colorMin = colorMin;
startColor.colorMax = colorMax;
psMain.startColor = startColor;
var psEmission = dustPS.emission;
psEmission.rateOverDistanceMultiplier = dustScale;
bool spawnAsteroids = Random.value <= asteroidSettings.AsteroidChance;
if(spawnAsteroids)
{
int asteroidCount = Random.Range(asteroidSettings.MinAsteroidCount, asteroidSettings.MaxAsteroidCount);
int i = 0;
while(i < asteroidCount)
{
var randomPos = Random.insideUnitCircle * asteroidSettings.MaxAsteroidRadius;
if(randomPos.magnitude < asteroidSettings.MinAsteroidRadius)
continue;
var astPrefab = asteroidSettings.AsteroidPrefabs[Random.Range(0, asteroidSettings.AsteroidPrefabs.Length)];
var astGO = Instantiate(astPrefab);
var astTrans = astGO.transform;
astTrans.SetParent(parentTrans);
astTrans.localPosition = new Vector3(randomPos.x, 0f, randomPos.y);
astTrans.localRotation = Random.rotationUniform;
astTrans.localScale = Vector3.one * Random.Range(asteroidSettings.MinAsteroidScale, asteroidSettings.MaxAsteroidScale);
i++;
}
}
bool spawnDebrisField = Random.value <= asteroidSettings.DebrisFieldChance;
if(spawnDebrisField)
{
var debris = Instantiate(asteroidSettings.DebrisFieldPrefab);
var debrisTrans = debris.transform;
debrisTrans.SetParent(parentTrans);
debrisTrans.localPosition = Vector3.zero;
debrisTrans.localRotation = Quaternion.AngleAxis(Random.value * 360f, Vector3.up);
debrisTrans.localScale = Vector3.one * Random.Range(asteroidSettings.MinDebrisFieldScale, asteroidSettings.MaxDebrisFieldScale);
}
}
public PlanetConnection SpawnPlanetConnection(Planet planet1, Planet planet2)


+ 7
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