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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
[CreateAssetMenu(fileName = "VisualStyle", menuName = "UniQuake/Visual Style", order = 1)]
public class VisualStyle : ScriptableObject
{
[SerializeField]
protected Material entityMaterial;
[SerializeField]
protected Material worldMaterial; // TODO: split into wall, liquid, sky, etc
[SerializeField]
protected Material liquidMaterial;
[SerializeField]
protected LiquidProperties liquidProperties = new LiquidProperties();
[SerializeField]
protected ParticleSystems particles = new ParticleSystems();
public ParticleSystems Particles => particles;
public virtual Material CreateEntityMaterial()
{
return new Material(entityMaterial);
}
public virtual Material CreateWorldMaterial(QSurfaceFlags surfaceFlags)
{
if (surfaceFlags.HasFlag(QSurfaceFlags.DrawTurbulence) && liquidMaterial != null)
{
float alpha = 1f;
if (surfaceFlags.HasFlag(QSurfaceFlags.DrawWater))
alpha = liquidProperties.waterAlpha;
else if (surfaceFlags.HasFlag(QSurfaceFlags.DrawSlime))
alpha = liquidProperties.slimeAlpha;
else if (surfaceFlags.HasFlag(QSurfaceFlags.DrawLava))
alpha = liquidProperties.lavaAlpha;
else if (surfaceFlags.HasFlag(QSurfaceFlags.DrawTeleporter))
alpha = liquidProperties.teleporterAlpha;
var material = new Material(liquidMaterial);
material.SetColor("_BaseColor", new Color(1, 1, 1, alpha));
return material;
}
return new Material(worldMaterial);
}
public virtual void SetupEntityRenderer(MeshRenderer meshRenderer)
{
meshRenderer.shadowCastingMode = ShadowCastingMode.Off;
meshRenderer.receiveShadows = false;
meshRenderer.lightProbeUsage = LightProbeUsage.Off;
meshRenderer.reflectionProbeUsage = ReflectionProbeUsage.Off;
}
public virtual void SetupEntityRenderer(SkinnedMeshRenderer skinnedMeshRenderer)
{
skinnedMeshRenderer.shadowCastingMode = ShadowCastingMode.Off;
skinnedMeshRenderer.receiveShadows = false;
skinnedMeshRenderer.lightProbeUsage = LightProbeUsage.Off;
skinnedMeshRenderer.reflectionProbeUsage = ReflectionProbeUsage.Off;
}
public virtual void SetupWorldRenderer(MeshRenderer meshRenderer)
{
meshRenderer.shadowCastingMode = ShadowCastingMode.Off;
meshRenderer.receiveShadows = false;
meshRenderer.lightProbeUsage = LightProbeUsage.Off;
meshRenderer.reflectionProbeUsage = ReflectionProbeUsage.Off;
}
public virtual void SetEntityTextures(Material material, Texture2D mainTexture, Texture2D fullBright)
{
material.mainTexture = mainTexture;
material.SetTexture("_EmissionMap", fullBright);
material.SetColor("_EmissionColor", Color.white);
if (fullBright != null)
material.EnableKeyword("_EMISSION");
else
material.DisableKeyword("_EMISSION");
}
public virtual void SetWorldTextures(Material material, Texture2D mainTexture, Texture2D fullBright, Texture2D lightmap)
{
material.mainTexture = mainTexture;
material.SetTexture("_EmissionMap", fullBright);
material.SetColor("_EmissionColor", Color.white);
if (fullBright != null)
material.EnableKeyword("_EMISSION");
else
material.DisableKeyword("_EMISSION");
if (lightmap != null)
{
material.SetTexture("_LightMap", lightmap);
// TODO enable keyword (shader is still very specific)
}
}
}
[System.Serializable]
public class LiquidProperties
{
[Range(0, 1)]
public float
waterAlpha = 0.85f,
slimeAlpha = 0.9f,
lavaAlpha = 0.95f,
teleporterAlpha = 1.0f;
}
[System.Serializable]
public class ParticleSystems
{
[SerializeField]
protected ParticleSystem explosion;
public virtual void CreateExplosion(Vector3 position)
{
var go = Object.Instantiate(explosion.gameObject);
go.transform.position = position;
}
}