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