Compare commits
4
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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7912604faf | ||
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d71b90c8bd | ||
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5b888fba95 | ||
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e3d5561fc8 |
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@@ -1,149 +0,0 @@
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using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomEditor(typeof(MapCoordinateSystem))]
|
||||
public sealed class MapCoordinateSystemEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
EditorGUILayout.HelpBox(
|
||||
"Select MapCoordinates to display its grid and live crosshair coordinates in the Scene view. " +
|
||||
"This visualization is not rendered in the Game view or in builds.",
|
||||
MessageType.Info);
|
||||
}
|
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|
||||
private void OnSceneGUI()
|
||||
{
|
||||
MapCoordinateSystem coordinateSystem = (MapCoordinateSystem)target;
|
||||
if (!coordinateSystem.ShowSceneVisualization || !coordinateSystem.HasValidCorners())
|
||||
return;
|
||||
|
||||
DrawGrid(coordinateSystem);
|
||||
DrawCorners(coordinateSystem);
|
||||
DrawCrosshairs(coordinateSystem);
|
||||
DrawTargets(coordinateSystem);
|
||||
}
|
||||
|
||||
private static void DrawGrid(MapCoordinateSystem coordinateSystem)
|
||||
{
|
||||
int divisions = coordinateSystem.GridDivisions;
|
||||
GUIStyle labelStyle = CreateLabelStyle(coordinateSystem.BoundaryColor);
|
||||
|
||||
for (int index = 0; index <= divisions; index++)
|
||||
{
|
||||
float normalized = (float)index / divisions;
|
||||
|
||||
Vector3 verticalStart = Vector3.Lerp(
|
||||
coordinateSystem.BottomLeft.position,
|
||||
coordinateSystem.BottomRight.position,
|
||||
normalized);
|
||||
Vector3 verticalEnd = Vector3.Lerp(
|
||||
coordinateSystem.TopLeft.position,
|
||||
coordinateSystem.TopRight.position,
|
||||
normalized);
|
||||
Vector3 horizontalStart = Vector3.Lerp(
|
||||
coordinateSystem.BottomLeft.position,
|
||||
coordinateSystem.TopLeft.position,
|
||||
normalized);
|
||||
Vector3 horizontalEnd = Vector3.Lerp(
|
||||
coordinateSystem.BottomRight.position,
|
||||
coordinateSystem.TopRight.position,
|
||||
normalized);
|
||||
|
||||
bool isBoundary = index == 0 || index == divisions;
|
||||
Handles.color = isBoundary ? coordinateSystem.BoundaryColor : coordinateSystem.GridColor;
|
||||
Handles.DrawLine(verticalStart, verticalEnd);
|
||||
Handles.DrawLine(horizontalStart, horizontalEnd);
|
||||
|
||||
if (!coordinateSystem.ShowCoordinateLabels)
|
||||
continue;
|
||||
|
||||
float horizontalCoordinate = coordinateSystem.MaximumCoordinates.x * normalized;
|
||||
float verticalCoordinate = coordinateSystem.MaximumCoordinates.y * normalized;
|
||||
Handles.Label(verticalStart, horizontalCoordinate.ToString("0.##"), labelStyle);
|
||||
Handles.Label(horizontalStart, verticalCoordinate.ToString("0.##"), labelStyle);
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawCorners(MapCoordinateSystem coordinateSystem)
|
||||
{
|
||||
Handles.color = coordinateSystem.BoundaryColor;
|
||||
DrawCorner(coordinateSystem.BottomLeft, "(0, 0)", coordinateSystem);
|
||||
DrawCorner(
|
||||
coordinateSystem.BottomRight,
|
||||
$"({coordinateSystem.MaximumCoordinates.x:0.##}, 0)",
|
||||
coordinateSystem);
|
||||
DrawCorner(
|
||||
coordinateSystem.TopLeft,
|
||||
$"(0, {coordinateSystem.MaximumCoordinates.y:0.##})",
|
||||
coordinateSystem);
|
||||
DrawCorner(
|
||||
coordinateSystem.TopRight,
|
||||
$"({coordinateSystem.MaximumCoordinates.x:0.##}, " +
|
||||
$"{coordinateSystem.MaximumCoordinates.y:0.##})",
|
||||
coordinateSystem);
|
||||
}
|
||||
|
||||
private static void DrawCorner(
|
||||
Transform corner,
|
||||
string label,
|
||||
MapCoordinateSystem coordinateSystem)
|
||||
{
|
||||
float size = coordinateSystem.MarkerSize * HandleUtility.GetHandleSize(corner.position);
|
||||
Handles.SphereHandleCap(0, corner.position, Quaternion.identity, size, EventType.Repaint);
|
||||
|
||||
if (coordinateSystem.ShowCoordinateLabels)
|
||||
Handles.Label(corner.position, label, CreateLabelStyle(coordinateSystem.BoundaryColor));
|
||||
}
|
||||
|
||||
private static void DrawCrosshairs(MapCoordinateSystem coordinateSystem)
|
||||
{
|
||||
MapController[] controllers =
|
||||
Object.FindObjectsByType<MapController>(FindObjectsSortMode.None);
|
||||
|
||||
foreach (MapController controller in controllers)
|
||||
{
|
||||
if (controller.CoordinateSystem != coordinateSystem || controller.CrosshairVisual == null)
|
||||
continue;
|
||||
|
||||
Vector3 position = controller.CrosshairVisual.position;
|
||||
Vector2 coordinates = coordinateSystem.WorldPositionToCoordinates(position);
|
||||
float size = coordinateSystem.MarkerSize * 1.35f * HandleUtility.GetHandleSize(position);
|
||||
|
||||
Handles.color = Color.yellow;
|
||||
Handles.SphereHandleCap(0, position, Quaternion.identity, size, EventType.Repaint);
|
||||
Handles.Label(
|
||||
position,
|
||||
$"Crosshair ({coordinates.x:0.00}, {coordinates.y:0.00})",
|
||||
CreateLabelStyle(Color.yellow));
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawTargets(MapCoordinateSystem coordinateSystem)
|
||||
{
|
||||
if (!coordinateSystem.ShowCoordinateLabels)
|
||||
return;
|
||||
|
||||
MapTarget[] targets = Object.FindObjectsByType<MapTarget>(FindObjectsSortMode.None);
|
||||
foreach (MapTarget mapTarget in targets)
|
||||
{
|
||||
if (mapTarget.CoordinateSystem != null && mapTarget.CoordinateSystem != coordinateSystem)
|
||||
continue;
|
||||
|
||||
Vector3 position = mapTarget.transform.position;
|
||||
Vector2 coordinates = coordinateSystem.WorldPositionToCoordinates(position);
|
||||
Handles.Label(
|
||||
position,
|
||||
$"{mapTarget.name} ({coordinates.x:0.00}, {coordinates.y:0.00})",
|
||||
CreateLabelStyle(Color.red));
|
||||
}
|
||||
}
|
||||
|
||||
private static GUIStyle CreateLabelStyle(Color color)
|
||||
{
|
||||
GUIStyle style = new(EditorStyles.boldLabel);
|
||||
style.normal.textColor = color;
|
||||
return style;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7c020017978644e9be71242ece0e6011
|
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MonoImporter:
|
||||
externalObjects: {}
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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@@ -1,98 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapController : MonoBehaviour
|
||||
{
|
||||
[Header("Main References")]
|
||||
[SerializeField] private MapCrosshairController crosshair = null;
|
||||
[SerializeField] private MapCoordinateSystem coordinateSystem = null;
|
||||
|
||||
[Header("Target System")]
|
||||
[SerializeField] private MapTargetController targetController = null;
|
||||
[SerializeField] private MapTarget targetPrefab = null;
|
||||
[SerializeField] private Transform targetParent = null;
|
||||
[SerializeField] private bool createTargetsOnStart = true;
|
||||
|
||||
[Header("Radar System")]
|
||||
[SerializeField] private MapRadarController radarController = null;
|
||||
|
||||
[Header("Crosshair Objects")]
|
||||
[SerializeField] private Transform relayX = null;
|
||||
[SerializeField] private Transform relayY = null;
|
||||
[SerializeField] private Transform crosshairVisual = null;
|
||||
|
||||
[Header("Input")]
|
||||
[SerializeField, Min(0f)] private float movementSpeed = 1f;
|
||||
[SerializeField] private bool useKeyboardInput = true;
|
||||
|
||||
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
|
||||
public Transform CrosshairVisual => crosshairVisual;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (targetController != null)
|
||||
{
|
||||
targetController.Configure(
|
||||
coordinateSystem,
|
||||
targetPrefab,
|
||||
targetParent);
|
||||
|
||||
if (createTargetsOnStart)
|
||||
targetController.CreateAndPlaceTargets();
|
||||
}
|
||||
|
||||
if (radarController != null)
|
||||
radarController.Configure(coordinateSystem, targetController, targetPrefab);
|
||||
|
||||
if (crosshair == null)
|
||||
return;
|
||||
|
||||
crosshair.Configure(
|
||||
coordinateSystem,
|
||||
relayX,
|
||||
relayY,
|
||||
crosshairVisual,
|
||||
movementSpeed,
|
||||
useKeyboardInput,
|
||||
targetController);
|
||||
|
||||
}
|
||||
|
||||
public void SetHorizontalAxis(float value)
|
||||
{
|
||||
if (crosshair != null)
|
||||
crosshair.SetHorizontalAxis(value);
|
||||
}
|
||||
|
||||
public void SetVerticalAxis(float value)
|
||||
{
|
||||
if (crosshair != null)
|
||||
crosshair.SetVerticalAxis(value);
|
||||
}
|
||||
|
||||
public Vector2 GetCrosshairCoordinates()
|
||||
{
|
||||
return crosshair != null ? crosshair.GetCrosshairCoordinates() : Vector2.zero;
|
||||
}
|
||||
|
||||
public void CreateAndPlaceTargets()
|
||||
{
|
||||
if (targetController != null)
|
||||
targetController.CreateAndPlaceTargets();
|
||||
}
|
||||
|
||||
public bool TryGetNearestTarget(out MapTarget target, out float distance)
|
||||
{
|
||||
if (crosshair != null)
|
||||
return crosshair.TryGetNearestTarget(out target, out distance);
|
||||
|
||||
target = null;
|
||||
distance = -1f;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool ActivateRadar()
|
||||
{
|
||||
return radarController != null && radarController.ActivateRadar();
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a5f18d44c314323a2550f92ba7d988a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,147 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapCoordinateSystem : MonoBehaviour
|
||||
{
|
||||
public const float CoordinateMaximum = 10f;
|
||||
|
||||
[Header("Coordinate Bounds")]
|
||||
[SerializeField] private Transform bottomLeft = null;
|
||||
[SerializeField] private Transform bottomRight = null;
|
||||
[SerializeField] private Transform topLeft = null;
|
||||
[SerializeField] private Transform topRight = null;
|
||||
|
||||
[Header("Square Bounds")]
|
||||
[SerializeField, Min(0.001f)] private float squareSize = 5.14925f;
|
||||
|
||||
[Header("Scene View Visualization")]
|
||||
[SerializeField] private bool showSceneVisualization = true;
|
||||
[SerializeField, Range(1, 20)] private int gridDivisions = 10;
|
||||
[SerializeField] private bool showCoordinateLabels = true;
|
||||
[SerializeField] private Color boundaryColor = new(0f, 0.85f, 1f, 1f);
|
||||
[SerializeField] private Color gridColor = new(0f, 0.85f, 1f, 0.3f);
|
||||
[SerializeField, Min(0.001f)] private float markerSize = 0.06f;
|
||||
|
||||
public Vector2 MaximumCoordinates => new(CoordinateMaximum, CoordinateMaximum);
|
||||
public float SquareSize => Mathf.Max(0.001f, squareSize);
|
||||
public bool ShowSceneVisualization => showSceneVisualization;
|
||||
public int GridDivisions => Mathf.Max(1, gridDivisions);
|
||||
public bool ShowCoordinateLabels => showCoordinateLabels;
|
||||
public Color BoundaryColor => boundaryColor;
|
||||
public Color GridColor => gridColor;
|
||||
public float MarkerSize => Mathf.Max(0.001f, markerSize);
|
||||
public Transform BottomLeft => bottomLeft;
|
||||
public Transform BottomRight => bottomRight;
|
||||
public Transform TopLeft => topLeft;
|
||||
public Transform TopRight => topRight;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
squareSize = Mathf.Max(0.001f, squareSize);
|
||||
ApplySquareBounds();
|
||||
}
|
||||
|
||||
public void ApplySquareBounds()
|
||||
{
|
||||
if (!HasValidCorners())
|
||||
return;
|
||||
|
||||
Vector3 origin = bottomLeft.position;
|
||||
Vector3 rightDirection = bottomRight.position - origin;
|
||||
Vector3 upDirection = topLeft.position - origin;
|
||||
if (rightDirection.sqrMagnitude <= Mathf.Epsilon || upDirection.sqrMagnitude <= Mathf.Epsilon)
|
||||
return;
|
||||
|
||||
rightDirection.Normalize();
|
||||
upDirection = Vector3.ProjectOnPlane(upDirection, rightDirection);
|
||||
if (upDirection.sqrMagnitude <= Mathf.Epsilon)
|
||||
return;
|
||||
|
||||
upDirection.Normalize();
|
||||
float size = SquareSize;
|
||||
bottomRight.position = origin + rightDirection * size;
|
||||
topLeft.position = origin + upDirection * size;
|
||||
topRight.position = origin + (rightDirection + upDirection) * size;
|
||||
}
|
||||
|
||||
public Vector2 ClampCoordinates(Vector2 coordinates)
|
||||
{
|
||||
return new Vector2(
|
||||
Mathf.Clamp(coordinates.x, 0f, CoordinateMaximum),
|
||||
Mathf.Clamp(coordinates.y, 0f, CoordinateMaximum));
|
||||
}
|
||||
|
||||
public Vector3 CoordinatesToWorldPosition(Vector2 coordinates)
|
||||
{
|
||||
if (!HasValidCorners())
|
||||
return transform.position;
|
||||
|
||||
Vector2 clamped = ClampCoordinates(coordinates);
|
||||
float horizontal = clamped.x / CoordinateMaximum;
|
||||
float vertical = clamped.y / CoordinateMaximum;
|
||||
|
||||
Vector3 bottom = Vector3.Lerp(bottomLeft.position, bottomRight.position, horizontal);
|
||||
Vector3 top = Vector3.Lerp(topLeft.position, topRight.position, horizontal);
|
||||
return Vector3.Lerp(bottom, top, vertical);
|
||||
}
|
||||
|
||||
public Vector2 WorldPositionToCoordinates(Vector3 worldPosition)
|
||||
{
|
||||
if (!HasValidCorners())
|
||||
return Vector2.zero;
|
||||
|
||||
Vector3 horizontalEdge = bottomRight.position - bottomLeft.position;
|
||||
Vector3 verticalEdge = topLeft.position - bottomLeft.position;
|
||||
Vector3 fromBottomLeft = worldPosition - bottomLeft.position;
|
||||
|
||||
float horizontal = horizontalEdge.sqrMagnitude > Mathf.Epsilon
|
||||
? Vector3.Dot(fromBottomLeft, horizontalEdge) / horizontalEdge.sqrMagnitude
|
||||
: 0f;
|
||||
float vertical = verticalEdge.sqrMagnitude > Mathf.Epsilon
|
||||
? Vector3.Dot(fromBottomLeft, verticalEdge) / verticalEdge.sqrMagnitude
|
||||
: 0f;
|
||||
|
||||
for (int iteration = 0; iteration < 6; iteration++)
|
||||
{
|
||||
Vector3 current = BilinearPosition(horizontal, vertical);
|
||||
Vector3 error = worldPosition - current;
|
||||
Vector3 horizontalDerivative = Vector3.Lerp(
|
||||
bottomRight.position - bottomLeft.position,
|
||||
topRight.position - topLeft.position,
|
||||
vertical);
|
||||
Vector3 verticalDerivative = Vector3.Lerp(
|
||||
topLeft.position - bottomLeft.position,
|
||||
topRight.position - bottomRight.position,
|
||||
horizontal);
|
||||
|
||||
float horizontalLength = Vector3.Dot(horizontalDerivative, horizontalDerivative);
|
||||
float mixedLength = Vector3.Dot(horizontalDerivative, verticalDerivative);
|
||||
float verticalLength = Vector3.Dot(verticalDerivative, verticalDerivative);
|
||||
float determinant = horizontalLength * verticalLength - mixedLength * mixedLength;
|
||||
if (Mathf.Abs(determinant) <= Mathf.Epsilon)
|
||||
break;
|
||||
|
||||
float horizontalError = Vector3.Dot(horizontalDerivative, error);
|
||||
float verticalError = Vector3.Dot(verticalDerivative, error);
|
||||
horizontal += (horizontalError * verticalLength - verticalError * mixedLength) / determinant;
|
||||
vertical += (verticalError * horizontalLength - horizontalError * mixedLength) / determinant;
|
||||
}
|
||||
|
||||
Vector2 coordinates = new(
|
||||
horizontal * CoordinateMaximum,
|
||||
vertical * CoordinateMaximum);
|
||||
return ClampCoordinates(coordinates);
|
||||
}
|
||||
|
||||
private Vector3 BilinearPosition(float horizontal, float vertical)
|
||||
{
|
||||
Vector3 bottom = Vector3.LerpUnclamped(bottomLeft.position, bottomRight.position, horizontal);
|
||||
Vector3 top = Vector3.LerpUnclamped(topLeft.position, topRight.position, horizontal);
|
||||
return Vector3.LerpUnclamped(bottom, top, vertical);
|
||||
}
|
||||
|
||||
public bool HasValidCorners()
|
||||
{
|
||||
return bottomLeft != null && bottomRight != null && topLeft != null && topRight != null;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7206111709094332bdc9b4c7c44695b4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,181 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapCrosshairController : MonoBehaviour
|
||||
{
|
||||
[Header("Nearest Target (Runtime)")]
|
||||
[SerializeField] private MapTarget nearestTarget = null;
|
||||
[SerializeField] private float distanceToNearestTarget = -1f;
|
||||
|
||||
private MapCoordinateSystem coordinateSystem;
|
||||
private MapTargetController targetController;
|
||||
private Transform relayX;
|
||||
private Transform relayY;
|
||||
private Transform crosshairVisual;
|
||||
private float movementSpeed;
|
||||
private bool useKeyboardInput;
|
||||
private float horizontalAxis;
|
||||
private float verticalAxis;
|
||||
private Vector2 crosshairCoordinates;
|
||||
private Vector3 relayXOffset;
|
||||
private Vector3 relayYOffset;
|
||||
private bool isConfigured;
|
||||
|
||||
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
|
||||
|
||||
public void Configure(
|
||||
MapCoordinateSystem newCoordinateSystem,
|
||||
Transform newRelayX,
|
||||
Transform newRelayY,
|
||||
Transform newCrosshairVisual,
|
||||
float newMovementSpeed,
|
||||
bool enableKeyboardInput,
|
||||
MapTargetController newTargetController)
|
||||
{
|
||||
coordinateSystem = newCoordinateSystem;
|
||||
relayX = newRelayX;
|
||||
relayY = newRelayY;
|
||||
crosshairVisual = newCrosshairVisual;
|
||||
movementSpeed = Mathf.Max(0f, newMovementSpeed);
|
||||
useKeyboardInput = enableKeyboardInput;
|
||||
targetController = newTargetController;
|
||||
crosshairCoordinates = Vector2.zero;
|
||||
isConfigured = CalibrateObjects();
|
||||
|
||||
if (isConfigured)
|
||||
ApplyCoordinates();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isConfigured)
|
||||
return;
|
||||
|
||||
if (useKeyboardInput)
|
||||
ReadKeyboardInput();
|
||||
|
||||
Vector2 movement = new(horizontalAxis, verticalAxis);
|
||||
crosshairCoordinates += movement * (movementSpeed * Time.deltaTime);
|
||||
crosshairCoordinates = coordinateSystem.ClampCoordinates(crosshairCoordinates);
|
||||
ApplyCoordinates();
|
||||
UpdateNearestTarget();
|
||||
}
|
||||
|
||||
public void SetHorizontalAxis(float value)
|
||||
{
|
||||
horizontalAxis = Mathf.Clamp(value, -1f, 1f);
|
||||
}
|
||||
|
||||
public void SetVerticalAxis(float value)
|
||||
{
|
||||
verticalAxis = Mathf.Clamp(value, -1f, 1f);
|
||||
}
|
||||
|
||||
public Vector2 GetCrosshairCoordinates()
|
||||
{
|
||||
return crosshairCoordinates;
|
||||
}
|
||||
|
||||
public MapTarget GetNearestTarget()
|
||||
{
|
||||
return nearestTarget;
|
||||
}
|
||||
|
||||
public float GetDistanceToNearestTarget()
|
||||
{
|
||||
return distanceToNearestTarget;
|
||||
}
|
||||
|
||||
public bool TryGetNearestTarget(out MapTarget target, out float distance)
|
||||
{
|
||||
target = nearestTarget;
|
||||
distance = distanceToNearestTarget;
|
||||
return target != null;
|
||||
}
|
||||
|
||||
private void ReadKeyboardInput()
|
||||
{
|
||||
Keyboard keyboard = Keyboard.current;
|
||||
if (keyboard == null)
|
||||
{
|
||||
SetHorizontalAxis(0f);
|
||||
SetVerticalAxis(0f);
|
||||
return;
|
||||
}
|
||||
|
||||
SetHorizontalAxis(
|
||||
(keyboard.lKey.isPressed ? 1f : 0f) - (keyboard.jKey.isPressed ? 1f : 0f));
|
||||
SetVerticalAxis(
|
||||
(keyboard.iKey.isPressed ? 1f : 0f) - (keyboard.kKey.isPressed ? 1f : 0f));
|
||||
}
|
||||
|
||||
private void ApplyCoordinates()
|
||||
{
|
||||
Vector3 targetWorldPosition = coordinateSystem.CoordinatesToWorldPosition(crosshairCoordinates);
|
||||
crosshairVisual.position = targetWorldPosition;
|
||||
|
||||
if (relayX != null)
|
||||
relayX.position = coordinateSystem.CoordinatesToWorldPosition(
|
||||
new Vector2(crosshairCoordinates.x, 0f)) + relayXOffset;
|
||||
|
||||
if (relayY != null)
|
||||
relayY.position = coordinateSystem.CoordinatesToWorldPosition(
|
||||
new Vector2(0f, crosshairCoordinates.y)) + relayYOffset;
|
||||
}
|
||||
|
||||
private bool CalibrateObjects()
|
||||
{
|
||||
if (coordinateSystem == null || crosshairVisual == null || !coordinateSystem.HasValidCorners())
|
||||
return false;
|
||||
|
||||
Vector3 origin = coordinateSystem.CoordinatesToWorldPosition(Vector2.zero);
|
||||
Vector3 horizontalDirection =
|
||||
coordinateSystem.CoordinatesToWorldPosition(new Vector2(MapCoordinateSystem.CoordinateMaximum, 0f)) -
|
||||
origin;
|
||||
Vector3 verticalDirection =
|
||||
coordinateSystem.CoordinatesToWorldPosition(new Vector2(0f, MapCoordinateSystem.CoordinateMaximum)) -
|
||||
origin;
|
||||
|
||||
if (horizontalDirection.sqrMagnitude <= Mathf.Epsilon ||
|
||||
verticalDirection.sqrMagnitude <= Mathf.Epsilon)
|
||||
return false;
|
||||
|
||||
horizontalDirection.Normalize();
|
||||
verticalDirection.Normalize();
|
||||
|
||||
if (relayX != null)
|
||||
relayXOffset = Vector3.ProjectOnPlane(relayX.position - origin, horizontalDirection);
|
||||
|
||||
if (relayY != null)
|
||||
relayYOffset = Vector3.ProjectOnPlane(relayY.position - origin, verticalDirection);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void UpdateNearestTarget()
|
||||
{
|
||||
nearestTarget = null;
|
||||
distanceToNearestTarget = -1f;
|
||||
|
||||
if (targetController == null)
|
||||
return;
|
||||
|
||||
float nearestSqrDistance = float.PositiveInfinity;
|
||||
foreach (MapTarget target in targetController.Targets)
|
||||
{
|
||||
if (target == null)
|
||||
continue;
|
||||
|
||||
float sqrDistance = (target.MapCoordinates - crosshairCoordinates).sqrMagnitude;
|
||||
if (sqrDistance >= nearestSqrDistance)
|
||||
continue;
|
||||
|
||||
nearestSqrDistance = sqrDistance;
|
||||
nearestTarget = target;
|
||||
}
|
||||
|
||||
if (nearestTarget != null)
|
||||
distanceToNearestTarget = Mathf.Sqrt(nearestSqrDistance);
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1eaeed1aba94e03b8f4b98a580444de
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,113 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapRadarController : MonoBehaviour
|
||||
{
|
||||
[Header("Radar Settings")]
|
||||
[SerializeField, Min(0f)] private float cooldown = 5f;
|
||||
[SerializeField] private bool useKeyboardInput = true;
|
||||
|
||||
[Header("Radar State (Runtime)")]
|
||||
[SerializeField] private float cooldownRemaining;
|
||||
|
||||
private readonly List<GameObject> radarMarks = new();
|
||||
private MapCoordinateSystem coordinateSystem;
|
||||
private MapTargetController targetController;
|
||||
private MapTarget radarMarkPrefab;
|
||||
private float nextActivationTime;
|
||||
private bool isConfigured;
|
||||
|
||||
public float CooldownRemaining => cooldownRemaining;
|
||||
public bool IsReady => cooldownRemaining <= 0f;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
cooldown = Mathf.Max(0f, cooldown);
|
||||
}
|
||||
|
||||
public void Configure(
|
||||
MapCoordinateSystem newCoordinateSystem,
|
||||
MapTargetController newTargetController,
|
||||
MapTarget newRadarMarkPrefab)
|
||||
{
|
||||
coordinateSystem = newCoordinateSystem;
|
||||
targetController = newTargetController;
|
||||
radarMarkPrefab = newRadarMarkPrefab;
|
||||
isConfigured = coordinateSystem != null &&
|
||||
coordinateSystem.HasValidCorners() &&
|
||||
targetController != null &&
|
||||
radarMarkPrefab != null;
|
||||
|
||||
if (targetController != null)
|
||||
targetController.SetTargetVisualsVisible(false);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
cooldownRemaining = Mathf.Max(0f, nextActivationTime - Time.time);
|
||||
|
||||
if (!useKeyboardInput)
|
||||
return;
|
||||
|
||||
Keyboard keyboard = Keyboard.current;
|
||||
if (keyboard != null && keyboard.oKey.wasPressedThisFrame)
|
||||
ActivateRadar();
|
||||
}
|
||||
|
||||
public bool ActivateRadar()
|
||||
{
|
||||
if (!isConfigured || Time.time < nextActivationTime)
|
||||
return false;
|
||||
|
||||
PlaceRadarMarks();
|
||||
nextActivationTime = Time.time + Mathf.Max(0f, cooldown);
|
||||
cooldownRemaining = Mathf.Max(0f, nextActivationTime - Time.time);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void PlaceRadarMarks()
|
||||
{
|
||||
int targetCount = targetController.Targets.Count;
|
||||
EnsureRadarMarkCount(targetCount);
|
||||
|
||||
for (int index = 0; index < radarMarks.Count; index++)
|
||||
{
|
||||
bool hasTarget = index < targetCount && targetController.Targets[index] != null;
|
||||
GameObject radarMark = radarMarks[index];
|
||||
radarMark.SetActive(hasTarget);
|
||||
|
||||
if (!hasTarget)
|
||||
continue;
|
||||
|
||||
MapTarget target = targetController.Targets[index];
|
||||
radarMark.name = $"Radar Mark - {target.name}";
|
||||
radarMark.transform.position =
|
||||
coordinateSystem.CoordinatesToWorldPosition(target.MapCoordinates);
|
||||
}
|
||||
}
|
||||
|
||||
private void EnsureRadarMarkCount(int requiredCount)
|
||||
{
|
||||
while (radarMarks.Count < requiredCount)
|
||||
{
|
||||
GameObject radarMark = Instantiate(radarMarkPrefab.gameObject, transform);
|
||||
PrepareRadarMark(radarMark);
|
||||
radarMarks.Add(radarMark);
|
||||
}
|
||||
}
|
||||
|
||||
private static void PrepareRadarMark(GameObject radarMark)
|
||||
{
|
||||
MapTarget targetMovement = radarMark.GetComponent<MapTarget>();
|
||||
if (targetMovement != null)
|
||||
targetMovement.enabled = false;
|
||||
|
||||
foreach (Collider targetCollider in radarMark.GetComponentsInChildren<Collider>(true))
|
||||
targetCollider.enabled = false;
|
||||
|
||||
foreach (Renderer targetRenderer in radarMark.GetComponentsInChildren<Renderer>(true))
|
||||
targetRenderer.enabled = true;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 168bf77c50d14e44a54a3a2e6717d012
|
||||
@@ -1,88 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapTarget : MonoBehaviour
|
||||
{
|
||||
[Header("Map Position (Runtime)")]
|
||||
[SerializeField] private Vector2 mapCoordinates;
|
||||
|
||||
private MapCoordinateSystem coordinateSystem;
|
||||
private Vector2 movementDirection;
|
||||
private float movementSpeed;
|
||||
private bool isConfigured;
|
||||
private Renderer[] targetRenderers;
|
||||
|
||||
public Vector2 MapCoordinates => mapCoordinates;
|
||||
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
|
||||
|
||||
public void Configure(
|
||||
MapCoordinateSystem newCoordinateSystem,
|
||||
Vector2 startCoordinates,
|
||||
float newMovementSpeed,
|
||||
Vector2 initialDirection)
|
||||
{
|
||||
coordinateSystem = newCoordinateSystem;
|
||||
movementSpeed = Mathf.Max(0f, newMovementSpeed);
|
||||
movementDirection = initialDirection.sqrMagnitude > Mathf.Epsilon
|
||||
? initialDirection.normalized
|
||||
: Vector2.right;
|
||||
isConfigured = coordinateSystem != null && coordinateSystem.HasValidCorners();
|
||||
SetMapCoordinates(startCoordinates);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isConfigured || movementSpeed <= 0f)
|
||||
return;
|
||||
|
||||
Vector2 nextCoordinates = mapCoordinates + movementDirection * (movementSpeed * Time.deltaTime);
|
||||
ReflectAtMapBounds(ref nextCoordinates);
|
||||
SetMapCoordinates(nextCoordinates);
|
||||
}
|
||||
|
||||
public void SetMapCoordinates(Vector2 coordinates)
|
||||
{
|
||||
mapCoordinates = coordinateSystem != null
|
||||
? coordinateSystem.ClampCoordinates(coordinates)
|
||||
: new Vector2(
|
||||
Mathf.Clamp(coordinates.x, 0f, MapCoordinateSystem.CoordinateMaximum),
|
||||
Mathf.Clamp(coordinates.y, 0f, MapCoordinateSystem.CoordinateMaximum));
|
||||
|
||||
if (isConfigured)
|
||||
transform.position = coordinateSystem.CoordinatesToWorldPosition(mapCoordinates);
|
||||
}
|
||||
|
||||
public Vector2 GetMapCoordinates()
|
||||
{
|
||||
return mapCoordinates;
|
||||
}
|
||||
|
||||
public void SetVisualsVisible(bool isVisible)
|
||||
{
|
||||
if (targetRenderers == null)
|
||||
targetRenderers = GetComponentsInChildren<Renderer>(true);
|
||||
|
||||
foreach (Renderer targetRenderer in targetRenderers)
|
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{
|
||||
if (targetRenderer != null)
|
||||
targetRenderer.enabled = isVisible;
|
||||
}
|
||||
}
|
||||
|
||||
private void ReflectAtMapBounds(ref Vector2 coordinates)
|
||||
{
|
||||
float maximum = MapCoordinateSystem.CoordinateMaximum;
|
||||
|
||||
if (coordinates.x < 0f || coordinates.x > maximum)
|
||||
{
|
||||
movementDirection.x = -movementDirection.x;
|
||||
coordinates.x = Mathf.Clamp(coordinates.x, 0f, maximum);
|
||||
}
|
||||
|
||||
if (coordinates.y < 0f || coordinates.y > maximum)
|
||||
{
|
||||
movementDirection.y = -movementDirection.y;
|
||||
coordinates.y = Mathf.Clamp(coordinates.y, 0f, maximum);
|
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}
|
||||
}
|
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}
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fileFormatVersion: 2
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guid: 2ae53f81d9ed4a0fb8d3496feac79ca1
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@@ -1,113 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapTargetController : MonoBehaviour
|
||||
{
|
||||
[Header("Target Settings")]
|
||||
[SerializeField, Min(0)] private int targetCount = 5;
|
||||
[SerializeField, Min(0f)] private float targetMovementSpeed = 1f;
|
||||
|
||||
private readonly List<MapTarget> targets = new();
|
||||
private MapCoordinateSystem coordinateSystem;
|
||||
private MapTarget targetPrefab;
|
||||
private Transform targetParent;
|
||||
private bool isConfigured;
|
||||
|
||||
public IReadOnlyList<MapTarget> Targets => targets;
|
||||
public int TargetCount => targetCount;
|
||||
public float TargetMovementSpeed => targetMovementSpeed;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
targetCount = Mathf.Max(0, targetCount);
|
||||
targetMovementSpeed = Mathf.Max(0f, targetMovementSpeed);
|
||||
}
|
||||
|
||||
public void Configure(
|
||||
MapCoordinateSystem newCoordinateSystem,
|
||||
MapTarget newTargetPrefab,
|
||||
Transform newTargetParent)
|
||||
{
|
||||
coordinateSystem = newCoordinateSystem;
|
||||
targetPrefab = newTargetPrefab;
|
||||
targetParent = newTargetParent != null ? newTargetParent : transform;
|
||||
isConfigured = coordinateSystem != null &&
|
||||
coordinateSystem.HasValidCorners() &&
|
||||
targetPrefab != null;
|
||||
}
|
||||
|
||||
public void CreateAndPlaceTargets()
|
||||
{
|
||||
if (!isConfigured)
|
||||
{
|
||||
Debug.LogWarning("Target system is not configured.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
RegisterExistingTargets();
|
||||
|
||||
while (targets.Count < targetCount)
|
||||
{
|
||||
MapTarget target = Instantiate(targetPrefab, targetParent);
|
||||
target.name = $"Target_{targets.Count + 1}";
|
||||
targets.Add(target);
|
||||
}
|
||||
|
||||
while (targets.Count > targetCount)
|
||||
{
|
||||
int lastIndex = targets.Count - 1;
|
||||
MapTarget target = targets[lastIndex];
|
||||
targets.RemoveAt(lastIndex);
|
||||
|
||||
if (target != null)
|
||||
Destroy(target.gameObject);
|
||||
}
|
||||
|
||||
for (int index = 0; index < targets.Count; index++)
|
||||
{
|
||||
MapTarget target = targets[index];
|
||||
if (target == null)
|
||||
continue;
|
||||
|
||||
target.Configure(
|
||||
coordinateSystem,
|
||||
GetRandomCoordinates(),
|
||||
targetMovementSpeed,
|
||||
Random.insideUnitCircle.normalized);
|
||||
target.SetVisualsVisible(false);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTargetVisualsVisible(bool isVisible)
|
||||
{
|
||||
foreach (MapTarget target in targets)
|
||||
{
|
||||
if (target != null)
|
||||
target.SetVisualsVisible(isVisible);
|
||||
}
|
||||
}
|
||||
|
||||
public MapTarget GetTarget(int index)
|
||||
{
|
||||
return index >= 0 && index < targets.Count ? targets[index] : null;
|
||||
}
|
||||
|
||||
private void RegisterExistingTargets()
|
||||
{
|
||||
targets.Clear();
|
||||
MapTarget[] existingTargets = targetParent.GetComponentsInChildren<MapTarget>(true);
|
||||
|
||||
foreach (MapTarget target in existingTargets)
|
||||
{
|
||||
if (target != null && !targets.Contains(target))
|
||||
targets.Add(target);
|
||||
}
|
||||
}
|
||||
|
||||
private static Vector2 GetRandomCoordinates()
|
||||
{
|
||||
float maximum = MapCoordinateSystem.CoordinateMaximum;
|
||||
return new Vector2(Random.Range(0f, maximum), Random.Range(0f, maximum));
|
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}
|
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}
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.InputSystem;
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{
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[Header("Configuration")]
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[SerializeField] private ItemPipeConfig config;
|
||||
|
||||
private readonly NetworkVariable<bool> spawnSequenceActive = new(
|
||||
false,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
[Header("Temporary testing")]
|
||||
[SerializeField] private bool spawnOnE = true;
|
||||
|
||||
private readonly NetworkVariable<double> cooldownEndsAt = new(
|
||||
0d,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
|
||||
private Coroutine spawnRoutine;
|
||||
private bool isSpawning;
|
||||
|
||||
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
|
||||
public float CooldownRemaining
|
||||
{
|
||||
get
|
||||
{
|
||||
double now = NetworkManager != null
|
||||
? NetworkManager.ServerTime.Time
|
||||
: Time.timeAsDouble;
|
||||
return Mathf.Max(0f, (float)(cooldownEndsAt.Value - now));
|
||||
}
|
||||
}
|
||||
public float CooldownRemaining { get; private set; }
|
||||
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
|
||||
public bool IsSpawning => spawnSequenceActive.Value;
|
||||
public bool CanSpawnItems =>
|
||||
IsSpawned &&
|
||||
config != null &&
|
||||
!spawnSequenceActive.Value &&
|
||||
CooldownRemaining <= 0f;
|
||||
public bool CanSpawnItems => config != null && !isSpawning && CooldownRemaining <= 0f;
|
||||
|
||||
public event Action Changed;
|
||||
|
||||
private void Reset() => spawnPoint = transform;
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
private void Update()
|
||||
{
|
||||
spawnSequenceActive.OnValueChanged += HandleSpawnStateChanged;
|
||||
cooldownEndsAt.OnValueChanged += HandleCooldownChanged;
|
||||
if (CooldownRemaining > 0f)
|
||||
CooldownRemaining = Mathf.Max(0f, CooldownRemaining - Time.deltaTime);
|
||||
|
||||
if (IsServer)
|
||||
{
|
||||
spawnSequenceActive.Value = false;
|
||||
cooldownEndsAt.Value = 0d;
|
||||
if (!spawnOnE || Keyboard.current == null)
|
||||
return;
|
||||
|
||||
if (Keyboard.current.eKey.wasPressedThisFrame)
|
||||
SpawnItems();
|
||||
}
|
||||
|
||||
Changed?.Invoke();
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
spawnSequenceActive.OnValueChanged -= HandleSpawnStateChanged;
|
||||
cooldownEndsAt.OnValueChanged -= HandleCooldownChanged;
|
||||
|
||||
if (spawnRoutine != null)
|
||||
{
|
||||
StopCoroutine(spawnRoutine);
|
||||
spawnRoutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts one configured batch. Safe to connect directly to a Button or UnityEvent.
|
||||
/// Calls made on a client are forwarded to the server.
|
||||
/// </summary>
|
||||
public void SpawnItems()
|
||||
{
|
||||
if (!IsSpawned)
|
||||
if (!CanSpawnItems)
|
||||
return;
|
||||
|
||||
if (IsServer)
|
||||
TryStartSpawnSequenceOnServer();
|
||||
else
|
||||
RequestSpawnItemsRpc();
|
||||
StartCoroutine(SpawnSequence(config));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UnityEvent<bool> adapter for a lever. Only the true edge starts a batch;
|
||||
/// returning a momentary lever to false does not cancel the current batch.
|
||||
/// </summary>
|
||||
public void SpawnItems(bool activated)
|
||||
private IEnumerator SpawnSequence(ItemPipeConfig activeConfig)
|
||||
{
|
||||
if (activated)
|
||||
SpawnItems();
|
||||
}
|
||||
isSpawning = true;
|
||||
|
||||
/// <summary>
|
||||
/// Starts while true and cancels the current batch while false. Use this when
|
||||
/// the lever position must control whether the pipe is allowed to keep running.
|
||||
/// </summary>
|
||||
public void SetSpawning(bool shouldSpawn)
|
||||
{
|
||||
if (shouldSpawn)
|
||||
SpawnItems();
|
||||
else
|
||||
StopSpawning();
|
||||
}
|
||||
|
||||
public void StopSpawning()
|
||||
{
|
||||
if (!IsSpawned)
|
||||
return;
|
||||
|
||||
if (IsServer)
|
||||
StopSpawnSequenceOnServer(applyCooldown: true);
|
||||
else
|
||||
RequestStopSpawningRpc();
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
private void RequestSpawnItemsRpc() => TryStartSpawnSequenceOnServer();
|
||||
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
private void RequestStopSpawningRpc() =>
|
||||
StopSpawnSequenceOnServer(applyCooldown: true);
|
||||
|
||||
private bool TryStartSpawnSequenceOnServer()
|
||||
{
|
||||
if (!IsServer || !CanSpawnItems)
|
||||
return false;
|
||||
|
||||
spawnSequenceActive.Value = true;
|
||||
spawnRoutine = StartCoroutine(SpawnSequenceOnServer(config));
|
||||
return true;
|
||||
}
|
||||
|
||||
private IEnumerator SpawnSequenceOnServer(ItemPipeConfig activeConfig)
|
||||
{
|
||||
List<GameObject> spawnQueue = BuildSpawnQueue(activeConfig);
|
||||
|
||||
for (int index = 0; index < spawnQueue.Count; index++)
|
||||
for (int i = 0; i < spawnQueue.Count; i++)
|
||||
{
|
||||
SpawnNetworkItemOnServer(spawnQueue[index], activeConfig);
|
||||
Spawn(spawnQueue[i], activeConfig);
|
||||
|
||||
if (index < spawnQueue.Count - 1)
|
||||
if (i < spawnQueue.Count - 1)
|
||||
yield return new WaitForSeconds(activeConfig.SpawnInterval);
|
||||
}
|
||||
|
||||
spawnRoutine = null;
|
||||
cooldownEndsAt.Value =
|
||||
NetworkManager.ServerTime.Time + activeConfig.SpawnCooldown;
|
||||
spawnSequenceActive.Value = false;
|
||||
isSpawning = false;
|
||||
CooldownRemaining = activeConfig.SpawnCooldown;
|
||||
}
|
||||
|
||||
private void StopSpawnSequenceOnServer(bool applyCooldown)
|
||||
{
|
||||
if (!IsServer || !spawnSequenceActive.Value)
|
||||
return;
|
||||
|
||||
if (spawnRoutine != null)
|
||||
{
|
||||
StopCoroutine(spawnRoutine);
|
||||
spawnRoutine = null;
|
||||
}
|
||||
|
||||
cooldownEndsAt.Value = applyCooldown && config != null
|
||||
? NetworkManager.ServerTime.Time + config.SpawnCooldown
|
||||
: 0d;
|
||||
spawnSequenceActive.Value = false;
|
||||
}
|
||||
|
||||
private static List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
|
||||
private List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
|
||||
{
|
||||
List<GameObject> queue = new();
|
||||
|
||||
// Добавляем предметы в точном количестве.
|
||||
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
|
||||
{
|
||||
if (item.prefab == null)
|
||||
continue;
|
||||
|
||||
for (int index = 0; index < item.amount; index++)
|
||||
for (int i = 0; i < item.amount; i++)
|
||||
queue.Add(item.prefab);
|
||||
}
|
||||
|
||||
for (int index = 0; index < activeConfig.RandomItemCount; index++)
|
||||
// Выбираем указанное количество случайных предметов.
|
||||
for (int i = 0; i < activeConfig.RandomItemCount; i++)
|
||||
{
|
||||
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
|
||||
|
||||
if (selectedPrefab != null)
|
||||
queue.Add(selectedPrefab);
|
||||
}
|
||||
|
||||
// Перемешиваем гарантированные и случайные предметы вместе.
|
||||
Shuffle(queue);
|
||||
|
||||
return queue;
|
||||
}
|
||||
|
||||
private static GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
||||
private GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
||||
{
|
||||
float totalWeight = 0f;
|
||||
|
||||
@@ -211,81 +101,64 @@ public sealed class ItemPipe : NetworkBehaviour
|
||||
if (totalWeight <= 0f)
|
||||
return null;
|
||||
|
||||
float roll = UnityEngine.Random.value * totalWeight;
|
||||
float accumulatedWeight = 0f;
|
||||
float roll = Random.value * totalWeight;
|
||||
float currentWeight = 0f;
|
||||
|
||||
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
||||
{
|
||||
if (item.prefab == null || item.weight <= 0f)
|
||||
continue;
|
||||
|
||||
accumulatedWeight += item.weight;
|
||||
if (roll < accumulatedWeight)
|
||||
currentWeight += item.weight;
|
||||
|
||||
if (roll < currentWeight)
|
||||
return item.prefab;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static void Shuffle(List<GameObject> queue)
|
||||
private void Shuffle(List<GameObject> queue)
|
||||
{
|
||||
for (int index = queue.Count - 1; index > 0; index--)
|
||||
for (int i = queue.Count - 1; i > 0; i--)
|
||||
{
|
||||
int randomIndex = UnityEngine.Random.Range(0, index + 1);
|
||||
(queue[index], queue[randomIndex]) =
|
||||
(queue[randomIndex], queue[index]);
|
||||
int randomIndex = Random.Range(0, i + 1);
|
||||
|
||||
(queue[i], queue[randomIndex]) =
|
||||
(queue[randomIndex], queue[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnNetworkItemOnServer(
|
||||
GameObject prefab,
|
||||
ItemPipeConfig activeConfig)
|
||||
private void Spawn(GameObject prefab, ItemPipeConfig activeConfig)
|
||||
{
|
||||
Transform activeSpawnPoint = spawnPoint != null ? spawnPoint : transform;
|
||||
if (prefab == null)
|
||||
if (prefab == null || spawnPoint == null)
|
||||
return;
|
||||
|
||||
float offsetX = UnityEngine.Random.Range(
|
||||
-activeConfig.RandomSpawnX,
|
||||
activeConfig.RandomSpawnX);
|
||||
float offsetZ = UnityEngine.Random.Range(
|
||||
-activeConfig.RandomSpawnZ,
|
||||
activeConfig.RandomSpawnZ);
|
||||
float offsetX = RandomRange(-activeConfig.RandomSpawnX, activeConfig.RandomSpawnX);
|
||||
float offsetZ = RandomRange(-activeConfig.RandomSpawnZ, activeConfig.RandomSpawnZ);
|
||||
|
||||
Vector3 spawnPosition =
|
||||
activeSpawnPoint.position +
|
||||
activeSpawnPoint.right * offsetX +
|
||||
activeSpawnPoint.forward * offsetZ;
|
||||
spawnPoint.position +
|
||||
spawnPoint.right * offsetX +
|
||||
spawnPoint.forward * offsetZ;
|
||||
|
||||
GameObject item = Instantiate(
|
||||
prefab,
|
||||
spawnPosition,
|
||||
UnityEngine.Random.rotationUniform);
|
||||
|
||||
if (!item.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
Debug.LogError(
|
||||
$"{name} cannot spawn '{prefab.name}': the prefab has no NetworkObject.",
|
||||
this);
|
||||
Destroy(item);
|
||||
return;
|
||||
}
|
||||
|
||||
networkObject.Spawn();
|
||||
Random.rotationUniform
|
||||
);
|
||||
|
||||
if (item.TryGetComponent(out Rigidbody body))
|
||||
{
|
||||
Vector3 worldVelocityChange =
|
||||
activeSpawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
|
||||
spawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
|
||||
|
||||
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleSpawnStateChanged(bool _, bool __) => Changed?.Invoke();
|
||||
private void HandleCooldownChanged(double _, double __) => Changed?.Invoke();
|
||||
|
||||
[ContextMenu("Debug/Spawn Batch (Network Play Mode)")]
|
||||
private void DebugSpawnBatch() => SpawnItems();
|
||||
|
||||
[ContextMenu("Debug/Stop Batch (Network Play Mode)")]
|
||||
private void DebugStopBatch() => StopSpawning();
|
||||
private float RandomRange(float min, float max)
|
||||
{
|
||||
return Random.Range(min, max);
|
||||
}
|
||||
}
|
||||
|
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m_Layer: 0
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m_Children: []
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GlobalObjectIdHash: 0
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Ownership: 1
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AlwaysReplicateAsRoot: 0
|
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SynchronizeTransform: 0
|
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m_InScenePlaced: 1
|
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ActiveSceneSynchronization: 0
|
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SceneMigrationSynchronization: 0
|
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SpawnWithObservers: 1
|
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DontDestroyWithOwner: 0
|
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AutoObjectParentSync: 1
|
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spawnOnE: 1
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@@ -129,7 +129,7 @@ MonoBehaviour:
|
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ScaleMaxInterpolationTime: 0.1
|
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AuthorityMode: 1
|
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TickSyncChildren: 0
|
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UseUnreliableDeltas: 1
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UseUnreliableDeltas: 0
|
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SyncPositionX: 1
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SyncPositionY: 1
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SyncPositionZ: 1
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using System.Collections.Generic;
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using System.IO;
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using Unity.Netcode;
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using Unity.Netcode.Components;
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using UnityEditor;
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using UnityEngine;
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public static class FurnacePipelinePrototypeSetup
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{
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private const string ItemDataFolder = "Assets/CONTENT/Game/Data/Items";
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private const string RecipeDataFolder = "Assets/CONTENT/Game/Data/Recipes";
|
||||
private const string ItemPrefabFolder = "Assets/CONTENT/Game/Prefabs/Items/FurnacePrototype";
|
||||
private const string WorkstationPrefabFolder = "Assets/CONTENT/Game/Prefabs/Workstations";
|
||||
private const string NetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
|
||||
|
||||
[MenuItem("FORT-BO/Prototypes/Create Furnace Pipeline")]
|
||||
public static void CreatePrototype()
|
||||
{
|
||||
EnsureFolder(ItemDataFolder);
|
||||
EnsureFolder(RecipeDataFolder);
|
||||
EnsureFolder(ItemPrefabFolder);
|
||||
EnsureFolder(WorkstationPrefabFolder);
|
||||
|
||||
ItemDefinition scrapDefinition = GetOrCreateAsset<ItemDefinition>(
|
||||
$"{ItemDataFolder}/Scrap.asset");
|
||||
ItemDefinition plateDefinition = GetOrCreateAsset<ItemDefinition>(
|
||||
$"{ItemDataFolder}/MetalPlate.asset");
|
||||
ItemDefinition rodDefinition = GetOrCreateAsset<ItemDefinition>(
|
||||
$"{ItemDataFolder}/MetalRod.asset");
|
||||
|
||||
ConfigureItemDefinition(scrapDefinition, "scrap", "Scrap", ItemCategory.Scrap);
|
||||
ConfigureItemDefinition(plateDefinition, "metal_plate", "Metal Plate", ItemCategory.SmeltedMaterial);
|
||||
ConfigureItemDefinition(rodDefinition, "metal_rod", "Metal Rod", ItemCategory.SmeltedMaterial);
|
||||
|
||||
GameObject scrapPrefab = CreateNetworkItemPrefab(
|
||||
$"{ItemPrefabFolder}/Scrap.prefab",
|
||||
"Scrap",
|
||||
scrapDefinition,
|
||||
new Vector3(0.55f, 0.4f, 0.5f),
|
||||
4f,
|
||||
25f);
|
||||
GameObject platePrefab = CreateNetworkItemPrefab(
|
||||
$"{ItemPrefabFolder}/MetalPlate.prefab",
|
||||
"MetalPlate",
|
||||
plateDefinition,
|
||||
new Vector3(0.7f, 0.12f, 0.45f),
|
||||
2f,
|
||||
0f);
|
||||
GameObject rodPrefab = CreateNetworkItemPrefab(
|
||||
$"{ItemPrefabFolder}/MetalRod.prefab",
|
||||
"MetalRod",
|
||||
rodDefinition,
|
||||
new Vector3(0.18f, 0.18f, 0.9f),
|
||||
1.5f,
|
||||
0f);
|
||||
|
||||
SetObjectReference(scrapDefinition, "worldPrefab", scrapPrefab.GetComponent<NetworkObject>());
|
||||
SetObjectReference(plateDefinition, "worldPrefab", platePrefab.GetComponent<NetworkObject>());
|
||||
SetObjectReference(rodDefinition, "worldPrefab", rodPrefab.GetComponent<NetworkObject>());
|
||||
|
||||
ItemCatalog catalog = GetOrCreateAsset<ItemCatalog>($"{ItemDataFolder}/ItemCatalog.asset");
|
||||
SetObjectReferenceList(catalog, "items", new Object[]
|
||||
{
|
||||
scrapDefinition,
|
||||
plateDefinition,
|
||||
rodDefinition
|
||||
});
|
||||
|
||||
SmeltingRecipe plateRecipe = GetOrCreateAsset<SmeltingRecipe>(
|
||||
$"{RecipeDataFolder}/SmeltMetalPlate.asset");
|
||||
ConfigureRecipe(plateRecipe, "metal_plate", "Metal Plate", plateDefinition, 25f, 3f);
|
||||
|
||||
SmeltingRecipe rodRecipe = GetOrCreateAsset<SmeltingRecipe>(
|
||||
$"{RecipeDataFolder}/SmeltMetalRod.asset");
|
||||
ConfigureRecipe(rodRecipe, "metal_rod", "Metal Rod", rodDefinition, 20f, 2.5f);
|
||||
|
||||
GameObject furnacePrefab = CreateFurnacePrefab(
|
||||
$"{WorkstationPrefabFolder}/PrototypeFurnace.prefab",
|
||||
plateRecipe,
|
||||
rodRecipe);
|
||||
|
||||
RegisterNetworkPrefabs(scrapPrefab, platePrefab, rodPrefab, furnacePrefab);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
Selection.activeObject = furnacePrefab;
|
||||
|
||||
Debug.Log("Furnace pipeline prototype created. Place PrototypeFurnace.prefab in Factory.");
|
||||
}
|
||||
|
||||
private static GameObject CreateNetworkItemPrefab(
|
||||
string path,
|
||||
string objectName,
|
||||
ItemDefinition definition,
|
||||
Vector3 scale,
|
||||
float mass,
|
||||
float metalAmount)
|
||||
{
|
||||
GameObject root = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
root.name = objectName;
|
||||
root.transform.localScale = scale;
|
||||
|
||||
root.AddComponent<NetworkObject>();
|
||||
NetworkTransform networkTransform = root.AddComponent<NetworkTransform>();
|
||||
networkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Server;
|
||||
networkTransform.UseUnreliableDeltas = true;
|
||||
|
||||
Rigidbody body = root.AddComponent<Rigidbody>();
|
||||
body.mass = mass;
|
||||
body.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
body.collisionDetectionMode = CollisionDetectionMode.Continuous;
|
||||
|
||||
NetworkRigidbody networkRigidbody = root.AddComponent<NetworkRigidbody>();
|
||||
networkRigidbody.UseRigidBodyForMotion = true;
|
||||
|
||||
NetworkCarryableInteractable carryable = root.AddComponent<NetworkCarryableInteractable>();
|
||||
SetVector3(carryable, "carryOffset", new Vector3(0f, -0.3f, 1.25f));
|
||||
|
||||
NetworkItem item = root.AddComponent<NetworkItem>();
|
||||
SetObjectReference(item, "definition", definition);
|
||||
|
||||
if (metalAmount > 0f)
|
||||
{
|
||||
FurnaceMetalSource source = root.AddComponent<FurnaceMetalSource>();
|
||||
SetFloat(source, "metalAmount", metalAmount);
|
||||
}
|
||||
|
||||
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, path);
|
||||
Object.DestroyImmediate(root);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
private static GameObject CreateFurnacePrefab(
|
||||
string path,
|
||||
SmeltingRecipe plateRecipe,
|
||||
SmeltingRecipe rodRecipe)
|
||||
{
|
||||
GameObject root = new("PrototypeFurnace");
|
||||
root.AddComponent<NetworkObject>();
|
||||
FurnaceController controller = root.AddComponent<FurnaceController>();
|
||||
|
||||
GameObject body = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
body.name = "Body";
|
||||
body.transform.SetParent(root.transform, false);
|
||||
body.transform.localPosition = new Vector3(0f, 0.8f, 0f);
|
||||
body.transform.localScale = new Vector3(2.2f, 1.6f, 2f);
|
||||
|
||||
GameObject inputTrigger = new("ScrapReceiver");
|
||||
inputTrigger.transform.SetParent(root.transform, false);
|
||||
inputTrigger.transform.localPosition = new Vector3(0f, 1.7f, 0f);
|
||||
BoxCollider trigger = inputTrigger.AddComponent<BoxCollider>();
|
||||
trigger.isTrigger = true;
|
||||
trigger.size = new Vector3(1.4f, 0.8f, 1.4f);
|
||||
FurnaceScrapReceiver receiver = inputTrigger.AddComponent<FurnaceScrapReceiver>();
|
||||
SetObjectReference(receiver, "furnace", controller);
|
||||
|
||||
GameObject outputPoint = new("OutputPoint");
|
||||
outputPoint.transform.SetParent(root.transform, false);
|
||||
outputPoint.transform.localPosition = new Vector3(0f, 0.45f, 1.5f);
|
||||
|
||||
GameObject emptyPoint = new("MetalEmptyPoint");
|
||||
emptyPoint.transform.SetParent(root.transform, false);
|
||||
emptyPoint.transform.localPosition = new Vector3(0f, 0.25f, 0f);
|
||||
|
||||
GameObject fullPoint = new("MetalFullPoint");
|
||||
fullPoint.transform.SetParent(root.transform, false);
|
||||
fullPoint.transform.localPosition = new Vector3(0f, 1.25f, 0f);
|
||||
|
||||
GameObject metalVisual = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
metalVisual.name = "MoltenMetalVisual";
|
||||
metalVisual.transform.SetParent(root.transform, false);
|
||||
metalVisual.transform.localPosition = emptyPoint.transform.localPosition;
|
||||
metalVisual.transform.localScale = new Vector3(1.3f, 0.12f, 1.1f);
|
||||
Object.DestroyImmediate(metalVisual.GetComponent<Collider>());
|
||||
|
||||
FurnaceMetalLevelView levelView = metalVisual.AddComponent<FurnaceMetalLevelView>();
|
||||
SetObjectReference(levelView, "furnace", controller);
|
||||
SetObjectReference(levelView, "metalVisual", metalVisual.transform);
|
||||
SetObjectReference(levelView, "emptyLocalPosition", emptyPoint.transform);
|
||||
SetObjectReference(levelView, "fullLocalPosition", fullPoint.transform);
|
||||
|
||||
GameObject panelAnchor = new("WorldPanelAnchor");
|
||||
panelAnchor.transform.SetParent(root.transform, false);
|
||||
panelAnchor.transform.localPosition = new Vector3(1.2f, 1.2f, 1.05f);
|
||||
|
||||
SetString(controller, "workstationName", "Prototype Furnace");
|
||||
SetFloat(controller, "metalCapacity", 100f);
|
||||
SetObjectReference(controller, "outputPoint", outputPoint.transform);
|
||||
SetObjectReferenceList(controller, "recipes", new Object[] { plateRecipe, rodRecipe });
|
||||
|
||||
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, path);
|
||||
Object.DestroyImmediate(root);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
private static void ConfigureItemDefinition(
|
||||
ItemDefinition definition,
|
||||
string itemId,
|
||||
string displayName,
|
||||
ItemCategory category)
|
||||
{
|
||||
SetString(definition, "itemId", itemId);
|
||||
SetString(definition, "displayName", displayName);
|
||||
SetInt(definition, "category", (int)category);
|
||||
}
|
||||
|
||||
private static void ConfigureRecipe(
|
||||
SmeltingRecipe recipe,
|
||||
string recipeId,
|
||||
string displayName,
|
||||
ItemDefinition output,
|
||||
float metalCost,
|
||||
float duration)
|
||||
{
|
||||
SetString(recipe, "recipeId", recipeId);
|
||||
SetString(recipe, "displayName", displayName);
|
||||
SetObjectReference(recipe, "outputItem", output);
|
||||
SetInt(recipe, "outputAmount", 1);
|
||||
SetFloat(recipe, "metalCost", metalCost);
|
||||
SetFloat(recipe, "processingDuration", duration);
|
||||
}
|
||||
|
||||
private static void RegisterNetworkPrefabs(params GameObject[] prefabs)
|
||||
{
|
||||
NetworkPrefabsList list = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(NetworkPrefabsPath);
|
||||
if (list == null)
|
||||
throw new FileNotFoundException("Default network prefab list was not found.", NetworkPrefabsPath);
|
||||
|
||||
foreach (GameObject prefab in prefabs)
|
||||
{
|
||||
if (prefab != null && !list.Contains(prefab))
|
||||
list.Add(new NetworkPrefab { Prefab = prefab });
|
||||
}
|
||||
|
||||
EditorUtility.SetDirty(list);
|
||||
}
|
||||
|
||||
private static T GetOrCreateAsset<T>(string path) where T : ScriptableObject
|
||||
{
|
||||
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
|
||||
if (asset != null)
|
||||
return asset;
|
||||
|
||||
asset = ScriptableObject.CreateInstance<T>();
|
||||
AssetDatabase.CreateAsset(asset, path);
|
||||
return asset;
|
||||
}
|
||||
|
||||
private static void EnsureFolder(string folderPath)
|
||||
{
|
||||
string current = "Assets";
|
||||
string[] segments = folderPath.Split('/');
|
||||
for (int index = 1; index < segments.Length; index++)
|
||||
{
|
||||
string next = $"{current}/{segments[index]}";
|
||||
if (!AssetDatabase.IsValidFolder(next))
|
||||
AssetDatabase.CreateFolder(current, segments[index]);
|
||||
current = next;
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetString(Object target, string propertyName, string value) =>
|
||||
Edit(target, propertyName, property => property.stringValue = value);
|
||||
|
||||
private static void SetFloat(Object target, string propertyName, float value) =>
|
||||
Edit(target, propertyName, property => property.floatValue = value);
|
||||
|
||||
private static void SetInt(Object target, string propertyName, int value) =>
|
||||
Edit(target, propertyName, property => property.intValue = value);
|
||||
|
||||
private static void SetVector3(Object target, string propertyName, Vector3 value) =>
|
||||
Edit(target, propertyName, property => property.vector3Value = value);
|
||||
|
||||
private static void SetObjectReference(Object target, string propertyName, Object value) =>
|
||||
Edit(target, propertyName, property => property.objectReferenceValue = value);
|
||||
|
||||
private static void SetObjectReferenceList(
|
||||
Object target,
|
||||
string propertyName,
|
||||
IReadOnlyList<Object> values)
|
||||
{
|
||||
SerializedObject serializedObject = new(target);
|
||||
SerializedProperty property = serializedObject.FindProperty(propertyName);
|
||||
property.arraySize = values.Count;
|
||||
for (int index = 0; index < values.Count; index++)
|
||||
property.GetArrayElementAtIndex(index).objectReferenceValue = values[index];
|
||||
serializedObject.ApplyModifiedPropertiesWithoutUndo();
|
||||
EditorUtility.SetDirty(target);
|
||||
}
|
||||
|
||||
private static void Edit(
|
||||
Object target,
|
||||
string propertyName,
|
||||
System.Action<SerializedProperty> edit)
|
||||
{
|
||||
SerializedObject serializedObject = new(target);
|
||||
SerializedProperty property = serializedObject.FindProperty(propertyName);
|
||||
if (property == null)
|
||||
throw new System.MissingFieldException(target.GetType().Name, propertyName);
|
||||
edit(property);
|
||||
serializedObject.ApplyModifiedPropertiesWithoutUndo();
|
||||
EditorUtility.SetDirty(target);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 29fefdfbc459d664e91002f5a2faa978
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user