mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
189 lines
6.2 KiB
C#
189 lines
6.2 KiB
C#
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using PigeonCoopToolkit.Utillities;
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using System;
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using UnityEngine;
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namespace PigeonCoopToolkit.Effects.Trails
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{
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[AddComponentMenu("Pigeon Coop Toolkit/Effects/Smooth Trail")]
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public class SmoothTrail : TrailRenderer_Base
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{
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private class ControlPoint
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{
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public Vector3 p;
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public Vector3 forward;
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}
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public float MinControlPointDistance = 0.1f;
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public int MaxControlPoints = 15;
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public int PointsBetweenControlPoints = 4;
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private Vector3 _lastPosition;
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private float _distanceMoved;
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private CircularBuffer<SmoothTrail.ControlPoint> _controlPoints;
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protected void OnEnable()
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{
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base.Start();
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base.ClearSystem(true);
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this._lastPosition = this._t.position;
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}
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protected override void Update()
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{
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if (this._emit)
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{
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this._distanceMoved += Vector3.Distance(this._t.position, this._lastPosition);
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if (!Mathf.Approximately(this._distanceMoved, 0f) && this._distanceMoved >= this.MinControlPointDistance)
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{
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this.AddControlPoint(this._t.position);
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this._distanceMoved = 0f;
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}
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else
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{
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this._controlPoints[this._controlPoints.Count - 1].p = this._t.position;
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if (this.TrailData.UseForwardOverride)
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{
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this._controlPoints[this._controlPoints.Count - 1].forward = (this.TrailData.ForwardOverrideRelative ? this._t.TransformDirection(this.TrailData.ForwardOverride.normalized) : this.TrailData.ForwardOverride.normalized);
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}
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}
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this._lastPosition = this._t.position;
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}
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base.Update();
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}
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protected override void OnStartEmit()
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{
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this._lastPosition = this._t.position;
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this._distanceMoved = 0f;
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this._controlPoints = new CircularBuffer<SmoothTrail.ControlPoint>(this.MaxControlPoints);
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this._controlPoints.Add(new SmoothTrail.ControlPoint
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{
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p = this._lastPosition
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});
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if (this.TrailData.UseForwardOverride)
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{
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this._controlPoints[0].forward = (this.TrailData.ForwardOverrideRelative ? this._t.TransformDirection(this.TrailData.ForwardOverride.normalized) : this.TrailData.ForwardOverride.normalized);
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}
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base.AddPoint(new PCTrailPoint(), this._lastPosition);
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this.AddControlPoint(this._lastPosition);
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}
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protected override void UpdateTrail(PCTrail trail, float deltaTime)
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{
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if (!trail.IsActiveTrail)
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{
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return;
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}
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int num = 0;
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for (int i = 0; i < this._controlPoints.Count; i++)
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{
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trail.Points[num].Position = this._controlPoints[i].p;
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if (this.TrailData.UseForwardOverride)
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{
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trail.Points[num].Forward = this._controlPoints[i].forward;
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}
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num++;
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if (i < this._controlPoints.Count - 1)
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{
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float d = Vector3.Distance(this._controlPoints[i].p, this._controlPoints[i + 1].p) / 2f;
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Vector3 curveStartHandle;
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if (i == 0)
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{
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curveStartHandle = this._controlPoints[i].p + (this._controlPoints[i + 1].p - this._controlPoints[i].p).normalized * d;
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}
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else
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{
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curveStartHandle = this._controlPoints[i].p + (this._controlPoints[i + 1].p - this._controlPoints[i - 1].p).normalized * d;
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}
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int num2 = i + 1;
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Vector3 curveEndHandle;
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if (num2 == this._controlPoints.Count - 1)
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{
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curveEndHandle = this._controlPoints[num2].p + (this._controlPoints[num2 - 1].p - this._controlPoints[num2].p).normalized * d;
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}
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else
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{
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curveEndHandle = this._controlPoints[num2].p + (this._controlPoints[num2 - 1].p - this._controlPoints[num2 + 1].p).normalized * d;
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}
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PCTrailPoint pCTrailPoint = trail.Points[num - 1];
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PCTrailPoint pCTrailPoint2 = trail.Points[num - 1 + this.PointsBetweenControlPoints + 1];
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for (int j = 0; j < this.PointsBetweenControlPoints; j++)
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{
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float t = ((float)j + 1f) / ((float)this.PointsBetweenControlPoints + 1f);
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trail.Points[num].Position = this.GetPointAlongCurve(this._controlPoints[i].p, curveStartHandle, this._controlPoints[i + 1].p, curveEndHandle, t, 0.3f);
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trail.Points[num].SetTimeActive(Mathf.Lerp(pCTrailPoint.TimeActive(), pCTrailPoint2.TimeActive(), t));
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if (this.TrailData.UseForwardOverride)
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{
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trail.Points[num].Forward = Vector3.Lerp(pCTrailPoint.Forward, pCTrailPoint2.Forward, t);
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}
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num++;
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}
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}
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}
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int num3 = this._controlPoints.Count - 1 + (this._controlPoints.Count - 1) * this.PointsBetweenControlPoints;
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int num4 = num3 - this.PointsBetweenControlPoints - 1;
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int num5 = num3 + 1;
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float num6 = trail.Points[num4].GetDistanceFromStart();
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for (int k = num4 + 1; k < num5; k++)
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{
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num6 += Vector3.Distance(trail.Points[k - 1].Position, trail.Points[k].Position);
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trail.Points[k].SetDistanceFromStart(num6);
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}
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}
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protected override void Reset()
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{
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base.Reset();
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this.MinControlPointDistance = 0.1f;
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this.MaxControlPoints = 15;
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this.PointsBetweenControlPoints = 4;
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}
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protected override void OnTranslate(Vector3 t)
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{
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this._lastPosition += t;
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for (int i = 0; i < this._controlPoints.Count; i++)
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{
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this._controlPoints[i].p += t;
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}
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}
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private void AddControlPoint(Vector3 position)
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{
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for (int i = 0; i < this.PointsBetweenControlPoints; i++)
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{
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base.AddPoint(new PCTrailPoint(), position);
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}
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base.AddPoint(new PCTrailPoint(), position);
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SmoothTrail.ControlPoint controlPoint = new SmoothTrail.ControlPoint
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{
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p = position
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};
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if (this.TrailData.UseForwardOverride)
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{
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controlPoint.forward = (this.TrailData.ForwardOverrideRelative ? this._t.TransformDirection(this.TrailData.ForwardOverride.normalized) : this.TrailData.ForwardOverride.normalized);
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}
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this._controlPoints.Add(controlPoint);
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}
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protected override int GetMaxNumberOfPoints()
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{
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return this.MaxControlPoints + this.MaxControlPoints * this.PointsBetweenControlPoints;
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}
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public Vector3 GetPointAlongCurve(Vector3 curveStart, Vector3 curveStartHandle, Vector3 curveEnd, Vector3 curveEndHandle, float t, float crease)
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{
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float num = 1f - t;
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float num2 = Mathf.Pow(num, 3f);
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float num3 = Mathf.Pow(num, 2f);
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float num4 = 1f - crease;
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return (num2 * curveStart * num4 + 3f * num3 * t * curveStartHandle * crease + 3f * num * Mathf.Pow(t, 2f) * curveEndHandle * crease + Mathf.Pow(t, 3f) * curveEnd * num4) / (num2 * num4 + 3f * num3 * t * crease + 3f * num * Mathf.Pow(t, 2f) * crease + Mathf.Pow(t, 3f) * num4);
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}
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}
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}
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