mirror of
https://github.com/Xevion/Rebirth.git
synced 2025-12-06 01:15:59 -06:00
207 lines
7.7 KiB
C#
207 lines
7.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Quaternion = UnityEngine.Quaternion;
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using Random = UnityEngine.Random;
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using Vector2 = UnityEngine.Vector2;
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using Vector3 = UnityEngine.Vector3;
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public class Unit : MonoBehaviour
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{
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private Planet planet;
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public float edgeWidth;
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public Color fillColor = Color.white;
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public Color edgeColor = Color.white;
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public float Size;
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public int TreeIndex;
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private Vector2 _velocity = Vector3.up;
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private float timeOffset;
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void Start()
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{
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Render();
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_velocity = Random.insideUnitCircle.normalized;
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planet = GetComponentInParent<Planet>();
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timeOffset = Random.Range(0, (float)(2 * Math.PI));
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}
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private Vector2 SteerTowards(Vector2 vector)
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{
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Vector2 v = vector.normalized * 1 - _velocity;
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var clamped = Vector2.ClampMagnitude(v, 1);
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Debug.Log($"SteerTowards {planet.name}/{name} Vector: {vector}, Modified Vector: {v}, Cur Velocity: {_velocity}, Clamped Vector: {clamped}");
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return clamped;
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}
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void Update()
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{
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var acceleration = Vector2.zero;
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// var upcomingAngle = planet.GetAngle(transform.position + (Vector3)_velocity);
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// var angleTarget = planet.GetSurfacePosition(upcomingAngle, 0.4f);
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// acceleration -= angleTarget;
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var targetDistance = (Mathf.Sin(Time.time * 0.5f + timeOffset) + 1) / 2f;
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var surfaceTarget = planet.GetSurfacePosition(planet.GetAngle((Vector2)transform.position + _velocity), targetDistance);
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var surfaceTargetVector = ((Vector2)transform.position - surfaceTarget).normalized;
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var distance = Vector2.Distance(transform.position, planet.transform.position) - planet.Size / 100f;
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// var vectorMultiplier = Mathf.LerpUnclamped(1f, 1.5f, 2f * Math.Abs(targetDistance - distance) / targetDistance);
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// var vectorMultiplier = Mathf.LerpUnclamped(0.5f, 1f, distance < targetDistance ? 0.3f / distance : distance / 0.2f);
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surfaceTargetVector *= 1.5f;
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acceleration -= surfaceTargetVector;
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if (TreeIndex == 0)
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{
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Debug.Log($"{planet.name} Acceleration: {acceleration}, Velocity: {_velocity}");
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}
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Vector2 newVelocity = _velocity + acceleration * Time.deltaTime;
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float speed = newVelocity.magnitude;
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Vector2 dir = newVelocity / speed;
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speed = Mathf.Clamp(speed, 0.5f, 1.5f);
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_velocity = dir * speed;
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var results = new List<int>();
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planet.Query.Radius(planet.Tree, transform.position, 0.1f, results);
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Vector2 away = Vector2.zero;
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foreach (var unitIndex in results)
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{
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if (unitIndex == TreeIndex) continue;
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var diff = (Vector2)(planet.Tree.Points[unitIndex] - transform.position);
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away -= diff.normalized;
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}
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acceleration += away * 0.5f;
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transform.eulerAngles = new Vector3(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(_velocity.x, _velocity.y));
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transform.position += (Vector3)_velocity * Time.deltaTime;
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planet.Tree.Points[TreeIndex] = transform.position;
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// var angle = planet.GetAngle(transform.position);
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// var forwardAngle = planet.GetAngle(transform.forward);
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// Get distance from planet
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// var distance = Vector2.Distance(transform.position, planet.transform.position) - planet.Size / 100f;
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// var maxDistance = 1f;
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// var minDistance = 0.2f;
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// bool isTooFar = distance > maxDistance;
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// bool isTooClose = distance < minDistance;
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// var steerTarget = Vector3.zero;
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// If incorrect distance, rotate
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// if (isTooFar || isTooClose)
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// {
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// var directionToPlanet = (planet.transform.position - transform.position).normalized;
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// var projectionOnRight = Vector3.Dot(directionToPlanet, transform.right);
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// var planetOnRight = projectionOnRight < 0;
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// steerTarget = planetOnRight ? transform.right : -transform.right;
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// var direction = planetOnRight == isTooFar ? 1 : -1;
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// var turningSpeed = 200f;
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// if (isTooClose) turningSpeed *= 3;
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// else if (isTooFar) turningSpeed *= (distance - maxDistance);
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// transform.Rotate(new Vector3(0, 0, direction * turningSpeed * Time.deltaTime));
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// if (steerTarget == Vector3.zero)
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// steerTarget = transform.up;
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// var angle = new Vector3(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(steerTarget.x, steerTarget.y));
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// transform.eulerAngles = Vector3.Lerp(transform.eulerAngles, angle, Time.deltaTime * 2f);
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// transform.position += transform.up * Time.deltaTime;
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}
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public void OnDrawGizmos()
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{
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var surfaceTarget = planet.GetSurfacePosition(planet.GetAngle((Vector2)transform.position + _velocity), 0.4f);
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Gizmos.color = Color.blue;
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Gizmos.DrawLine(transform.position, surfaceTarget);
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var velocityPosition = transform.position + (Vector3)_velocity;
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Gizmos.color = Color.green;
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Gizmos.DrawLine(transform.position, velocityPosition);
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// Draw the angle from the planet center to the unit
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// var angle = planet.GetAngle(transform.position);
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// // Draw the angle from the unit's immediate forward to the planet center
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// var forwardAngle = planet.GetAngle(transform.position - transform.up);
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// var distance = Vector2.Distance(transform.position, planet.transform.position) - planet.Size / 100f;
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// Gizmos.color = Color.red;
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// Gizmos.DrawLine(planet.transform.position, planet.GetSurfacePosition(angle, distance));
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// Gizmos.color = Color.green;
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// Gizmos.DrawLine(planet.transform.position, planet.GetSurfacePosition(forwardAngle, distance));
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// // Draw a line forward
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// Gizmos.color = Color.red;
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// Gizmos.DrawLine(transform.position, transform.position + transform.up);
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}
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private void OnDestroy()
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{
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if (planet == null) return;
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planet.UnitDestroyed(this);
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}
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public override int GetHashCode()
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{
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return gameObject.GetHashCode();
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}
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public void Render()
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{
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var meshFilter = gameObject.GetComponent<MeshFilter>();
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var lineRenderer = gameObject.GetComponent<LineRenderer>();
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var meshCollider = gameObject.GetComponent<MeshCollider>();
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var meshRenderer = gameObject.GetComponent<MeshRenderer>();
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lineRenderer.widthMultiplier = edgeWidth;
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lineRenderer.positionCount = 0;
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lineRenderer.useWorldSpace = false;
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lineRenderer.loop = true;
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lineRenderer.startColor = edgeColor;
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lineRenderer.endColor = edgeColor;
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lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
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meshRenderer.material = new Material(Shader.Find("Sprites/Default"));
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// Unit is just a simple triangle
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var vertices = new[]
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{
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new Vector2(-0.5f, 0),
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new Vector2(0f, 1.4f),
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new Vector2(0.5f, 0)
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};
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vertices = vertices.Select(v => v * Size / 100f).ToArray();
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// Find all the triangles in the shape
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var triangles = new Triangulator(vertices).Triangulate();
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// Assign each vertex the fill color
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var colors = Enumerable.Repeat(fillColor, vertices.Length).ToArray();
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var mesh = new Mesh
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{
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name = "Triangle",
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vertices = vertices.ToVector3(),
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triangles = triangles,
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colors = colors
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};
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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mesh.RecalculateTangents();
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meshCollider.sharedMesh = mesh;
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meshFilter.mesh = mesh;
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lineRenderer.positionCount = mesh.vertices.Length;
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lineRenderer.SetPositions(mesh.vertices);
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}
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} |