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Very nice things

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Steffo 2019-10-06 19:04:47 +02:00
parent 97a893fe0f
commit 212f951f47
27 changed files with 1120 additions and 102 deletions

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@ -4,31 +4,25 @@ using UnityEngine;
public class Disappear : MonoBehaviour public class Disappear : MonoBehaviour
{ {
public float timeLeft; public float health;
protected Particle particle; protected Particle particle;
public float FractionLeft {
get {
return timeLeft / particle.Duration;
}
}
protected void Awake() { protected void Awake() {
particle = GetComponent<Particle>(); particle = GetComponent<Particle>();
} }
private void Start() { protected void Start() {
ResetTimer(); ResetTimer();
} }
public void ResetTimer() { public void ResetTimer() {
timeLeft = particle.Duration; health = 1f;
} }
private void Update() { protected void Update() {
timeLeft -= Time.deltaTime; health -= Mathf.Pow(5, particle.gameController.maxTierPresent - particle.Tier - 4) * Time.deltaTime;
if(timeLeft < 0) { if(health < 0) {
Destroy(this.gameObject); Destroy(this.gameObject);
} }
} }

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@ -23,6 +23,7 @@ public class Emitter : MonoBehaviour
protected void Emit() { protected void Emit() {
Invoke("Emit", emissionPeriod); Invoke("Emit", emissionPeriod);
if(particle.Tier < 2) return; if(particle.Tier < 2) return;
if(particle.Tier <= particle.gameController.maxTierPresent - 4) return;
for(int i = 0; i < emissionQuantity; i++) { for(int i = 0; i < emissionQuantity; i++) {
GameObject newObject = Instantiate(particle.ParticlePrefab, transform.position, Quaternion.identity); GameObject newObject = Instantiate(particle.ParticlePrefab, transform.position, Quaternion.identity);
Particle newParticle = newObject.GetComponent<Particle>(); Particle newParticle = newObject.GetComponent<Particle>();

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@ -19,6 +19,8 @@ public class GameController : MonoBehaviour
public GameObject particlePrefab; public GameObject particlePrefab;
public Gradient[] tierGradients; public Gradient[] tierGradients;
public RuntimeAnimatorController[] tierAnimation; public RuntimeAnimatorController[] tierAnimation;
public List<Gravitation> simulatedObjects;
public int maxTierPresent;
[Header("Upgrades")] [Header("Upgrades")]
public float[] upgradePushForce; public float[] upgradePushForce;
@ -40,5 +42,28 @@ public class GameController : MonoBehaviour
pusher = Camera.main.GetComponent<PushOnMouseClick>(); pusher = Camera.main.GetComponent<PushOnMouseClick>();
panner = Camera.main.GetComponent<CameraPan>(); panner = Camera.main.GetComponent<CameraPan>();
musicManager = GetComponent<MusicManager>(); musicManager = GetComponent<MusicManager>();
simulatedObjects = new List<Gravitation>();
}
protected void Start() {
maxTierPresent = -1;
}
public void CheckNewMaxTier(int tier) {
if(tier > maxTierPresent) {
maxTierPresent = tier;
musicManager.UpdateLayers(maxTierPresent);
}
}
public void RecalculateMaxTier() {
maxTierPresent = -1;
foreach(GameObject particleObject in GameObject.FindGameObjectsWithTag("Particle")) {
Particle particle = particleObject.GetComponent<Particle>();
if(particle.Tier > maxTierPresent) {
maxTierPresent = particle.Tier;
}
};
musicManager.UpdateLayers(maxTierPresent);
} }
} }

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@ -14,12 +14,17 @@ public class Gravitation : MonoBehaviour
[Header("Internals")] [Header("Internals")]
public int positionInList; public int positionInList;
public static List<Gravitation> simulatedObjects;
[Header("References")] [Header("References")]
protected new Rigidbody2D rigidbody; protected new Rigidbody2D rigidbody;
protected GameController gameController; protected GameController gameController;
public List<Gravitation> SimulatedObjects {
get {
return gameController.simulatedObjects;
}
}
public float Mass { public float Mass {
get { get {
return rigidbody.mass; return rigidbody.mass;
@ -38,15 +43,12 @@ public class Gravitation : MonoBehaviour
} }
private void OnEnable() { private void OnEnable() {
if(simulatedObjects == null) { positionInList = SimulatedObjects.Count;
simulatedObjects = new List<Gravitation>(); SimulatedObjects.Add(this);
}
positionInList = simulatedObjects.Count;
simulatedObjects.Add(this);
} }
private void OnDisable() { private void OnDisable() {
simulatedObjects.Remove(this); SimulatedObjects.Remove(this);
} }
private void Start() private void Start()
@ -57,7 +59,7 @@ public class Gravitation : MonoBehaviour
// O(n²) // O(n²)
private void FixedUpdate() private void FixedUpdate()
{ {
foreach(Gravitation other in simulatedObjects.Skip<Gravitation>(positionInList + 1)) { foreach(Gravitation other in SimulatedObjects.Skip<Gravitation>(positionInList + 1)) {
if(other.positionInList <= this.positionInList) continue; if(other.positionInList <= this.positionInList) continue;
float distance = Vector3.Distance(this.transform.position, other.transform.position); float distance = Vector3.Distance(this.transform.position, other.transform.position);
float force = GravitationConstant * this.Mass * other.Mass / Mathf.Clamp(Mathf.Pow(distance, 2), 0.1f, float.PositiveInfinity); float force = GravitationConstant * this.Mass * other.Mass / Mathf.Clamp(Mathf.Pow(distance, 2), 0.1f, float.PositiveInfinity);

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@ -28,7 +28,7 @@ public class Hue : MonoBehaviour
} }
public void RefreshColor() { public void RefreshColor() {
Vector4 hsva = new Vector4(0, 0, particle.disappear.FractionLeft - 1, 0); Vector4 hsva = new Vector4(0, 0, particle.disappear.health - 1, 0);
Color.RGBToHSV(color, out hsva.x, out _, out _); Color.RGBToHSV(color, out hsva.x, out _, out _);
material.SetVector("_HSVAAdjust", hsva); material.SetVector("_HSVAAdjust", hsva);
} }

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@ -28,10 +28,10 @@ public class Merger : MonoBehaviour
protected void Awake() { protected void Awake() {
particle = GetComponentInParent<Particle>(); particle = GetComponentInParent<Particle>();
mergeCandidates = new List<Merger>();
} }
protected void Start() { protected void Start() {
mergeCandidates = new List<Merger>();
mergeEnabled = false; mergeEnabled = false;
Invoke("EnableMerge", mergeAfterSeconds); Invoke("EnableMerge", mergeAfterSeconds);
} }

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@ -4,36 +4,50 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[Serializable]
public class MusicLayer {
public AudioSource audioSource;
public MusicLayer(AudioSource audioSource) {
this.audioSource = audioSource;
}
public float Volume {
get {
return audioSource.volume;
}
set {
audioSource.volume = value;
}
}
}
public class MusicManager : MonoBehaviour public class MusicManager : MonoBehaviour
{ {
public List<MusicLayer> layers; public AudioSource baseLayer;
public List<AudioSource> layers;
void Start() protected bool neverStarted;
protected void Start()
{ {
List<AudioSource> audioSources = new List<AudioSource>(); foreach(AudioSource audioSource in layers) {
GetComponentsInChildren<AudioSource>(true, audioSources); audioSource.volume = 0;
foreach(AudioSource audioSource in audioSources) { }
MusicLayer layer = new MusicLayer(audioSource); neverStarted = true;
layer.Volume = 0; }
public void UpdateLayers(int maxTier) {
if(maxTier == -1) {
baseLayer.volume = 1f;
}
else {
baseLayer.volume = 0f;
}
if(neverStarted) {
foreach(AudioSource layer in layers) {
layer.Play();
}
neverStarted = false;
}
if(maxTier >= layers.Count) {
foreach(AudioSource layer in layers) {
layer.volume = 1f;
}
}
else {
for(int i = 0; i < layers.Count; i++) {
if(maxTier >= i) {
layers[i].volume = 1f;
}
else {
layers[i].volume = 0f;
}
}
} }
} }
} }

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@ -27,8 +27,9 @@ public class Particle : MonoBehaviour {
set { set {
_tier = value; _tier = value;
Scale = Mathf.Pow(gameController.scaleMultiplier, _tier); Scale = Mathf.Pow(gameController.scaleMultiplier, _tier);
animator.runtimeAnimatorController = gameController.tierAnimation[_tier]; animator.runtimeAnimatorController = gameController.tierAnimation[_tier % gameController.tierAnimation.Length];
hue.PossibleColors = gameController.tierGradients[_tier]; hue.PossibleColors = gameController.tierGradients[_tier % gameController.tierGradients.Length];
gameController.CheckNewMaxTier(_tier);
disappear.ResetTimer(); disappear.ResetTimer();
} }
} }
@ -77,7 +78,13 @@ public class Particle : MonoBehaviour {
} }
protected void Start() { protected void Start() {
animator.runtimeAnimatorController = gameController.tierAnimation[_tier]; animator.runtimeAnimatorController = gameController.tierAnimation[_tier % gameController.tierAnimation.Length];
hue.PossibleColors = gameController.tierGradients[_tier]; hue.PossibleColors = gameController.tierGradients[_tier % gameController.tierGradients.Length];
}
protected void OnDestroy() {
if(Tier >= gameController.maxTierPresent) {
gameController.RecalculateMaxTier();
}
} }
} }

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