Files
Rebirth/Assets/Planet.cs
2024-12-15 16:51:09 -06:00

98 lines
2.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Planet : MonoBehaviour
{
private MeshFilter _meshFilter;
private LineRenderer _lineRenderer;
private Network _network;
[SerializeField] public HashSet<Planet> neighbors;
[HideInInspector] public float Size; // 1.0 -
[HideInInspector] public int Bulbs; // 0 - 5+
public Color edgeColor = Color.white;
public Color fillColor = Color.white;
[HideInInspector] public float edgeWidth = 0.2f;
void Awake()
{
_lineRenderer = gameObject.GetComponent<LineRenderer>();
_network = FindObjectOfType<Network>();
}
void OnEnable()
{
}
bool IsConnected(Planet other)
{
return neighbors.Contains(other);
}
private void OnDestroy()
{
_network.Destroyed(this);
}
void Connect(params Planet[] others)
{
foreach (var other in others)
{
if (other == this) continue;
neighbors.Add(other);
}
}
public void Render()
{
_meshFilter = gameObject.GetComponent<MeshFilter>();
_lineRenderer = gameObject.GetComponent<LineRenderer>();
_lineRenderer.widthMultiplier = edgeWidth;
_lineRenderer.positionCount = 0;
_lineRenderer.loop = true;
_lineRenderer.startColor = edgeColor;
_lineRenderer.endColor = edgeColor;
_lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
var radius = Size / 100f;
const float segmentOffset = 40f;
const float segmentMultiplier = 50f;
var numSegments = (int)(radius * segmentMultiplier + segmentOffset);
// Create an array of points around a circle
var circleVertices = Enumerable.Range(0, numSegments)
.Select(i =>
{
var theta = 2 * Mathf.PI * i / numSegments;
return new Vector2(Mathf.Cos(theta), Mathf.Sin(theta)) * radius;
})
.ToArray();
// Find all the triangles in the shape
var triangles = new Triangulator(circleVertices).Triangulate();
// Assign each vertex the fill color
var colors = Enumerable.Repeat(fillColor, circleVertices.Length).ToArray();
var mesh = new Mesh
{
name = "Circle",
vertices = circleVertices.ToVector3(),
triangles = triangles,
colors = colors
};
Debug.Log($"{triangles.Length} triangles");
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mesh.RecalculateTangents();
_meshFilter.mesh = mesh;
_lineRenderer.positionCount = mesh.vertices.Length;
_lineRenderer.SetPositions(mesh.vertices);
}
}