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Steffo 2019-10-06 15:04:50 +02:00
parent 05024a23b0
commit cab1d84b9a
48 changed files with 3645 additions and 34 deletions

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@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Particle))]
public class Emitter : MonoBehaviour
{
public GameObject particlePrefab;
protected Particle particle;
protected void Awake() {
particle = GetComponent<Particle>();
}
protected void Start() {
InvokeRepeating("Emit", 1f, 1f);
}
protected void Emit() {
for(int i = 0; i < particle.Tier - 1; i++) {
Instantiate(particlePrefab, transform.position, Quaternion.identity);
}
}
}

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@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Particle))]
public class Emitter : MonoBehaviour
{
public float forceBase;
public float forceVariance;
protected int emittedParticles;
public string particlePrefabName;
protected GameObject particlePrefab;
protected Particle particle;
protected void Awake() {
particle = GetComponent<Particle>();
particlePrefab = (GameObject)Resources.Load(particlePrefabName);
}
protected void Start() {
emittedParticles = 0;
Invoke("Emit", 0.5f);
}
protected void Emit() {
Invoke("Emit", 0.5f);
if(particle.Tier < 1) return;
GameObject newObject = Instantiate(particlePrefab, transform.position, Quaternion.identity);
Particle newParticle = newObject.GetComponent<Particle>();
newParticle.Tier = particle.Tier - 2;
Vector3 direction = new Vector3(Mathf.Cos(Mathf.PI * emittedParticles / 3), Mathf.Sin(Mathf.PI * emittedParticles / 3), 0).normalized;
float force = Mathf.Clamp(forceBase + ((Random.value - 0.5f) * forceVariance), 0f, float.PositiveInfinity);
newParticle.rigidbody.AddForce(direction * force);
}
}

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@ -1,10 +1,14 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Animations;
public class GameController : MonoBehaviour public class GameController : MonoBehaviour
{ {
public float gravitationConstant = 2; public float gravitationConstant = 2;
public int particlesToMerge = 5; public int particlesToMerge = 5;
public int scaleMultiplier = 3; public int scaleMultiplier = 3;
public Gradient[] tierGradients;
public RuntimeAnimatorController[] tierAnimation;
} }

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@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))] [RequireComponent(typeof(Rigidbody2D))]
@ -56,7 +57,7 @@ public class Gravitation : MonoBehaviour
// O(n²) // O(n²)
private void FixedUpdate() private void FixedUpdate()
{ {
foreach(Gravitation other in simulatedObjects) { 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);

45
Assets/Components/Hue.cs Normal file
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@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Particle))]
public class Hue : MonoBehaviour
{
protected Gradient _possibleColors;
protected Particle particle;
protected Material material;
protected void Awake() {
particle = GetComponent<Particle>();
material = new Material(Shader.Find("Custom/HSVRangeShader"));
}
public Gradient PossibleColors {
get {
return _possibleColors;
}
set {
_possibleColors = value;
Color = _possibleColors.Evaluate(Random.value);
}
}
protected Color Color {
get {
Vector4 hsva = material.GetVector("_HSVAAdjust");
return Color.HSVToRGB(hsva.x, hsva.y, hsva.z);
}
set {
Vector4 hsva = new Vector4(0, 0, 0, 0);
Color.RGBToHSV(value, out hsva.x, out _, out _);
material.SetVector("_HSVAAdjust", hsva);
}
}
protected void Start() {
particle.mainRenderer.material = material;
particle.auraRenderer.material = material;
particle.detailsRenderer.material = material;
}
}

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@ -5,7 +5,12 @@ using UnityEngine;
[RequireComponent(typeof(CircleCollider2D))] [RequireComponent(typeof(CircleCollider2D))]
public class Merger : MonoBehaviour public class Merger : MonoBehaviour
{ {
[HideInInspector]
public Particle particle; public Particle particle;
public float mergeAfterSeconds;
protected bool mergeEnabled;
protected List<Merger> mergeCandidates; protected List<Merger> mergeCandidates;
protected Collider2D Collider { protected Collider2D Collider {
@ -27,9 +32,16 @@ public class Merger : MonoBehaviour
protected void Start() { protected void Start() {
mergeCandidates = new List<Merger>(); mergeCandidates = new List<Merger>();
mergeEnabled = false;
Invoke("EnableMerge", mergeAfterSeconds);
} }
private void OnTriggerEnter2D(Collider2D other) { protected void EnableMerge() {
mergeEnabled = true;
if(CanMerge()) DoMerge();
}
protected void OnTriggerEnter2D(Collider2D other) {
Merger otherMerger = other.GetComponent<Merger>(); Merger otherMerger = other.GetComponent<Merger>();
if(otherMerger == null) return; if(otherMerger == null) return;
Particle otherParticle = otherMerger.particle; Particle otherParticle = otherMerger.particle;
@ -38,14 +50,18 @@ public class Merger : MonoBehaviour
if(CanMerge()) DoMerge(); if(CanMerge()) DoMerge();
} }
private void OnTriggerExit2D(Collider2D other) { protected void OnTriggerExit2D(Collider2D other) {
Merger otherMerger = other.GetComponent<Merger>(); Merger otherMerger = other.GetComponent<Merger>();
if(otherMerger == null) return; if(otherMerger == null) return;
mergeCandidates.Remove(otherMerger); mergeCandidates.Remove(otherMerger);
} }
protected bool CanMerge() { protected bool CanMerge() {
return mergeCandidates.Count >= ParticlesToMerge; int mergeableCount = 0;
foreach(Merger mergeCandidate in mergeCandidates) {
if(mergeCandidate.mergeEnabled) mergeableCount += 1;
}
return mergeEnabled && mergeableCount >= ParticlesToMerge;
} }
protected void DoMerge() { protected void DoMerge() {

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@ -17,14 +17,21 @@ public class Particle : MonoBehaviour {
public Collider2D particleCollider; public Collider2D particleCollider;
public Collider2D mergeCollider; public Collider2D mergeCollider;
public Emitter emitter; public Emitter emitter;
public Animator animator;
public Hue hue;
public SpriteRenderer mainRenderer;
public SpriteRenderer auraRenderer;
public SpriteRenderer detailsRenderer;
public int Tier { public int Tier {
get { get {
return _tier; return _tier;
} }
set { set {
_tier += 1; _tier = value;
Scale *= gameController.scaleMultiplier; Scale *= gameController.scaleMultiplier;
animator.runtimeAnimatorController = gameController.tierAnimation[_tier];
hue.PossibleColors = gameController.tierGradients[_tier];
} }
} }
@ -51,5 +58,15 @@ public class Particle : MonoBehaviour {
particleCollider = GetComponent<Collider2D>(); particleCollider = GetComponent<Collider2D>();
mergeCollider = merger.GetComponent<Collider2D>(); mergeCollider = merger.GetComponent<Collider2D>();
emitter = GetComponent<Emitter>(); emitter = GetComponent<Emitter>();
mainRenderer = GetComponent<SpriteRenderer>();
auraRenderer = transform.Find("Aura").GetComponent<SpriteRenderer>();
detailsRenderer = transform.Find("Details").GetComponent<SpriteRenderer>();
hue = GetComponent<Hue>();
animator = GetComponent<Animator>();
}
protected void Start() {
animator.runtimeAnimatorController = gameController.tierAnimation[_tier];
hue.PossibleColors = gameController.tierGradients[_tier];
} }
} }

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@ -14,7 +14,7 @@ public class SpawnOnMouseClick : MonoBehaviour
void Update() void Update()
{ {
if(Input.GetMouseButton(mouseButton)) { if(Input.GetMouseButtonDown(mouseButton)) {
Vector3 mousePosition = GetWorldMousePosition(); Vector3 mousePosition = GetWorldMousePosition();
GameObject instance = Instantiate(prefabToSpawn, new Vector3(mousePosition.x, mousePosition.y, 0f), Quaternion.identity); GameObject instance = Instantiate(prefabToSpawn, new Vector3(mousePosition.x, mousePosition.y, 0f), Quaternion.identity);
} }

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
MIT License
Copyright 2015, Gregg Tavares.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following disclaimer
in the documentation and/or other materials provided with the
distribution.
* Neither the name of Gregg Tavares. nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
Shader "Custom/HSVRangeShader"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Alpha Color Key", Color) = (0,0,0,1)
_HSVRangeMin ("HSV Affect Range Min", Range(0, 1)) = 0
_HSVRangeMax ("HSV Affect Range Max", Range(0, 1)) = 1
_HSVAAdjust ("HSVA Adjust", Vector) = (0, 0, 0, 0)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
ColorMask [_ColorMask]
Pass
{
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
sampler2D _MainTex;
float4 _Color;
float _HSVRangeMin;
float _HSVRangeMax;
float4 _HSVAAdjust;
struct Vertex
{
float4 vertex : POSITION;
float2 uv_MainTex : TEXCOORD0;
};
struct Fragment
{
float4 vertex : POSITION;
float2 uv_MainTex : TEXCOORD0;
};
Fragment vert(Vertex v)
{
Fragment o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv_MainTex = v.uv_MainTex;
return o;
}
float3 rgb2hsv(float3 c) {
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 hsv2rgb(float3 c) {
c = float3(c.x, clamp(c.yz, 0.0, 1.0));
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float4 frag(Fragment IN) : COLOR
{
float4 o = float4(1, 0, 0, 0.2);
float4 color = tex2D (_MainTex, IN.uv_MainTex);
float3 hsv = rgb2hsv(color.rgb);
float affectMult = step(_HSVRangeMin, hsv.r) * step(hsv.r, _HSVRangeMax);
float3 rgb = hsv2rgb(hsv + _HSVAAdjust.xyz * affectMult);
return float4(rgb, color.a + _HSVAAdjust.a);
}
ENDCG
}
}
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# LD45 # LD45
A Ludum Dare 45 Project A Ludum Dare 45 Project
## Licensing info
### [greggman/hsva-unity](https://github.com/greggman/hsva-unity)
MIT License
Copyright 2015, Gregg Tavares. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
- Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
- Neither the name of Gregg Tavares. nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.