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Commit 892fb038 authored by Richard Marcus's avatar Richard Marcus
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Merge branch 'combined' of https://github.com/UniFormal/UFrameIT into combined

parents f304380a ac28f941
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with 1100 additions and 29 deletions
......@@ -66,6 +66,7 @@ public class ShinyEvent : UnityEvent<Fact> {
//Event for stopping all previews -> Made When ToolMode is changed
public static ShinyEvent StopPreviewsEvent = new ShinyEvent();
public static ShinyEvent PushoutFactEvent = new ShinyEvent();
public static ShinyEvent PushoutFactFailEvent = new ShinyEvent();
......
......@@ -18,6 +18,8 @@ public class ShinyThings : MonoBehaviour
//Attributes for simulating the drawing of a line/curve
public LineRenderer lineRenderer;
private List<Vector3> linePositions = new List<Vector3>();
public Material linePreviewMaterial;
public Material anglePreviewMaterial;
private bool lineDrawingActivated;
private bool curveDrawingActivated;
......@@ -33,8 +35,18 @@ public class ShinyThings : MonoBehaviour
private GameObject extraHighlight;
private bool timerActive { get; set; }
private float timer { get; set; }
private float timerDuration = 5.0f;
private float timerDurationEnd = 2.5f;
private float timerDuration = 2.5f;
private float timerDurationEnd = 5.0f;
private int slowDownCount = 8;
private int slowDownCounter;
private bool[] slowDownSwitch;
private float simulationSpeed;
private Boolean pushoutFail;
public GameObject directionalLight;
private Color lightColor;
private Color tempColor;
private Color darkColor;
private Boolean factAnimationActive = false;
private float speedSlowDown;
public Material pushoutMaterial;
private Material tempMaterial;
......@@ -49,7 +61,12 @@ public void Start()
CommunicationEvents.StopCurveDrawingEvent.AddListener(DeactivateCurveDrawing);
CommunicationEvents.StopPreviewsEvent.AddListener(StopPreviews);
CommunicationEvents.PushoutFactEvent.AddListener(StartPushoutFactHighlighting);
CommunicationEvents.PushoutFactFailEvent.AddListener(StartPushoutFactFailHighlighting);
speedSlowDown = timerDurationEnd * 10;
lightColor = directionalLight.GetComponent<Light>().color;
slowDownSwitch = new bool[slowDownCount];
Array.Clear(slowDownSwitch, 0, slowDownSwitch.Length);
this.timerActive = false;
this.timer = 0;
......@@ -77,26 +94,11 @@ public void Update()
else if (this.curveDrawingActivated)
UpdateCurveDrawing(this.transform.position);
//If the Timer is Active, check if timerDuration is reached and stop Pushout-Highlighting
//If the Timer is Active, check Pushout-Highlighting
if (this.timerActive)
{
this.timer += Time.deltaTime;
if (this.timer >= this.timerDuration)
{
if (this.timer >= this.timerDuration + this.timerDurationEnd)
{
this.timerActive = false;
this.timer = 0;
StopPushoutFactHighlighting();
}
else {
var main = this.extraHighlight.transform.GetChild(0).GetComponent<ParticleSystem>().main;
speedSlowDown -= Time.deltaTime * 10;
main.startSpeed = speedSlowDown;
main = this.extraHighlight.transform.GetChild(1).GetComponent<ParticleSystem>().main;
main.startSpeed = speedSlowDown;
}
}
CheckPushoutHighlighting();
}
}
......@@ -206,7 +208,7 @@ public void OnMouseOverFactEnd(Transform selection)
public void StartPushoutFactHighlighting(Fact startFact) {
GameObject fireworksRepresentation = (GameObject)Resources.Load("Prefabs/Fireworks", typeof(GameObject));
GameObject fireworksRepresentation = (GameObject)Resources.Load("Prefabs/Fireworks_Animation", typeof(GameObject));
highlightedPushoutFact = startFact;
if (typeof(PointFact).IsInstanceOfType(highlightedPushoutFact))
......@@ -234,6 +236,8 @@ public void StartPushoutFactHighlighting(Fact startFact) {
}
//Activate Timer
this.pushoutFail = false;
this.slowDownCounter = 0;
this.timerActive = true;
}
......@@ -259,9 +263,116 @@ public void StopPushoutFactHighlighting() {
this.extraHighlight = null;
}
public void StartPushoutFactFailHighlighting(Fact startFact)
{
this.pushoutFail = true;
this.tempColor = this.lightColor;
this.darkColor = new Color(0.6f, 0.6f, 0.6f);
this.timerActive = true;
}
public void CheckPushoutHighlighting() {
//If the Pushout suceeded -> Fireworks-Animation
if (this.pushoutFail == false)
{
//Fireworks already started in StartPushoutFactHighlighting
if (this.timer >= this.timerDuration)
{
//After this.timerDuration+this.timerDurationEnd: Destroy Fireworks-Animation
if (this.timer >= this.timerDuration + this.timerDurationEnd)
{
this.timerActive = false;
this.timer = 0;
StopPushoutFactHighlighting();
}
//After this.timerDuration: Slow Down Fireworks
else
{
ParticleSystem main1 = this.extraHighlight.transform.GetChild(0).GetComponent<ParticleSystem>();
ParticleSystem main2 = this.extraHighlight.transform.GetChild(1).GetComponent<ParticleSystem>();
//Save StartSpeed when first slowing down
if (this.slowDownCounter == 0)
this.simulationSpeed = main1.main.simulationSpeed;
slowDownAnimation(main1, main2);
}
}
}
//If the Pushout failed -> Rain-Animation
else
{
if (this.timer <= 0.5f * (this.timerDurationEnd))
{
//sky slowly gets dark
if (directionalLight.GetComponent<Light>().color.r > darkColor.r)
{
tempColor.r -= Time.deltaTime/5;
tempColor.g -= Time.deltaTime/5;
tempColor.b -= Time.deltaTime/5;
directionalLight.GetComponent<Light>().color = tempColor;
}
}
else if (this.timer <= 2.0f * this.timerDuration + 0.5f * this.timerDurationEnd)
{
//Rain-Animation starts
if (!factAnimationActive)
{
GameObject RainRepresentation = (GameObject)Resources.Load("Prefabs/Rainmaker/RainPrefab", typeof(GameObject));
RainRepresentation.transform.position = new Vector3(0, 40, 0);
this.extraHighlight = GameObject.Instantiate(RainRepresentation);
factAnimationActive = true;
}
}
//Rain-Animation stops and sky slowly gets bright again
else if (this.timer <= 2.0f * this.timerDuration + this.timerDurationEnd)
{
if (factAnimationActive)
{
//Stop Rain
GameObject.Destroy(this.extraHighlight);
this.extraHighlight = null;
factAnimationActive = false;
}
//sky slowly gets bright again
if (directionalLight.GetComponent<Light>().color.r <= lightColor.r)
{
tempColor.r += Time.deltaTime/5;
tempColor.g += Time.deltaTime/5;
tempColor.b += Time.deltaTime/5;
directionalLight.GetComponent<Light>().color = tempColor;
}
}
else
{
//Stop timer
this.timerActive = false;
this.timer = 0;
}
}
}
public void slowDownAnimation(ParticleSystem main1, ParticleSystem main2) {
if (this.timer <= this.timerDuration + (this.timerDurationEnd*((float)slowDownCounter+1.0f)/(float)slowDownCount))
{
if(slowDownSwitch[(int)((this.timer-this.timerDuration)/(this.timerDuration/(float)slowDownCount))] == false)
if (slowDownCounter < slowDownCount)
{
var mainModule1 = main1.main;
float speed = mainModule1.simulationSpeed;
mainModule1.simulationSpeed = speed - (float)(this.simulationSpeed / (float)slowDownCount);
var mainModule2 = main2.main;
mainModule2.simulationSpeed = speed - (float)(this.simulationSpeed / (float)slowDownCount);
slowDownSwitch[slowDownCounter] = true;
}
}
}
public void ActivateLineDrawing(Fact startFact)
{
this.lineRenderer.positionCount = 2;
this.lineRenderer.material = this.linePreviewMaterial;
lineRenderer.startWidth = 0.095f;
lineRenderer.endWidth = 0.095f;
......@@ -297,6 +408,7 @@ public void ActivateCurveDrawing(Fact startFact)
{
//In AngleMode with 3 Points we want to draw nearly a rectangle so we add a startPoint and an Endpoint to this preview
this.lineRenderer.positionCount = curveDrawingVertexCount + 2;
this.lineRenderer.material = this.anglePreviewMaterial;
lineRenderer.startWidth = 0.05f;
lineRenderer.endWidth = 0.05f;
......
......@@ -63,6 +63,7 @@ public void magicButton() {
if (view.Equals(FAIL)) {
Debug.Log("DAS HAT NICHT GEKLAPPT");
//TODO: hier ne Art PopUp, wo drin steht, dass das nicht geklappt hat
CommunicationEvents.PushoutFactFailEvent.Invoke(null);
return;
}
string ret = pushout(view);
......
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......
......@@ -4723,7 +4723,7 @@ GameObject:
- component: {fileID: 680201779562177008}
- component: {fileID: 680201779562177009}
m_Layer: 0
m_Name: Fireworks
m_Name: Fireworks_Animation
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
......@@ -20427,11 +20427,11 @@ ParticleSystem:
flipU: 0
flipV: 0
VelocityModule:
enabled: 0
enabled: 1
x:
serializedVersion: 2
minMaxState: 0
scalar: 0
minMaxState: 1
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
......@@ -20483,8 +20483,8 @@ ParticleSystem:
m_RotationOrder: 4
y:
serializedVersion: 2
minMaxState: 0
scalar: 0
minMaxState: 1
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
......@@ -20536,8 +20536,8 @@ ParticleSystem:
m_RotationOrder: 4
z:
serializedVersion: 2
minMaxState: 0
scalar: 0
minMaxState: 1
scalar: 1
minScalar: 0
maxCurve:
serializedVersion: 2
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//
// Rain Maker (c) 2015 Digital Ruby, LLC
// http://www.digitalruby.com
//
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
namespace DigitalRuby.RainMaker
{
public class BaseRainScript : MonoBehaviour
{
[Tooltip("Camera the rain should hover over, defaults to main camera")]
public Camera Camera;
[Tooltip("Whether rain should follow the camera. If false, rain must be moved manually and will not follow the camera.")]
public bool FollowCamera = true;
[Tooltip("Light rain looping clip")]
public AudioClip RainSoundLight;
[Tooltip("Medium rain looping clip")]
public AudioClip RainSoundMedium;
[Tooltip("Heavy rain looping clip")]
public AudioClip RainSoundHeavy;
[Tooltip("AudoMixer used for the rain sound")]
public AudioMixerGroup RainSoundAudioMixer;
[Tooltip("Intensity of rain (0-1)")]
[Range(0.0f, 1.0f)]
public float RainIntensity;
[Tooltip("Rain particle system")]
public ParticleSystem RainFallParticleSystem;
[Tooltip("Particles system for when rain hits something")]
public ParticleSystem RainExplosionParticleSystem;
[Tooltip("Particle system to use for rain mist")]
public ParticleSystem RainMistParticleSystem;
[Tooltip("The threshold for intensity (0 - 1) at which mist starts to appear")]
[Range(0.0f, 1.0f)]
public float RainMistThreshold = 0.5f;
[Tooltip("Wind looping clip")]
public AudioClip WindSound;
[Tooltip("Wind sound volume modifier, use this to lower your sound if it's too loud.")]
public float WindSoundVolumeModifier = 0.5f;
[Tooltip("Wind zone that will affect and follow the rain")]
public WindZone WindZone;
[Tooltip("X = minimum wind speed. Y = maximum wind speed. Z = sound multiplier. Wind speed is divided by Z to get sound multiplier value. Set Z to lower than Y to increase wind sound volume, or higher to decrease wind sound volume.")]
public Vector3 WindSpeedRange = new Vector3(50.0f, 500.0f, 500.0f);
[Tooltip("How often the wind speed and direction changes (minimum and maximum change interval in seconds)")]
public Vector2 WindChangeInterval = new Vector2(5.0f, 30.0f);
[Tooltip("Whether wind should be enabled.")]
public bool EnableWind = true;
protected LoopingAudioSource audioSourceRainLight;
protected LoopingAudioSource audioSourceRainMedium;
protected LoopingAudioSource audioSourceRainHeavy;
protected LoopingAudioSource audioSourceRainCurrent;
protected LoopingAudioSource audioSourceWind;
protected Material rainMaterial;
protected Material rainExplosionMaterial;
protected Material rainMistMaterial;
private float lastRainIntensityValue = -1.0f;
private float nextWindTime;
private void UpdateWind()
{
if (EnableWind && WindZone != null && WindSpeedRange.y > 1.0f)
{
WindZone.gameObject.SetActive(true);
if (FollowCamera)
{
WindZone.transform.position = Camera.transform.position;
}
if (!Camera.orthographic)
{
WindZone.transform.Translate(0.0f, WindZone.radius, 0.0f);
}
if (nextWindTime < Time.time)
{
WindZone.windMain = UnityEngine.Random.Range(WindSpeedRange.x, WindSpeedRange.y);
WindZone.windTurbulence = UnityEngine.Random.Range(WindSpeedRange.x, WindSpeedRange.y);
if (Camera.orthographic)
{
int val = UnityEngine.Random.Range(0, 2);
WindZone.transform.rotation = Quaternion.Euler(0.0f, (val == 0 ? 90.0f : -90.0f), 0.0f);
}
else
{
WindZone.transform.rotation = Quaternion.Euler(UnityEngine.Random.Range(-30.0f, 30.0f), UnityEngine.Random.Range(0.0f, 360.0f), 0.0f);
}
nextWindTime = Time.time + UnityEngine.Random.Range(WindChangeInterval.x, WindChangeInterval.y);
audioSourceWind.Play((WindZone.windMain / WindSpeedRange.z) * WindSoundVolumeModifier);
}
}
else
{
if (WindZone != null)
{
WindZone.gameObject.SetActive(false);
}
audioSourceWind.Stop();
}
audioSourceWind.Update();
}
private void CheckForRainChange()
{
if (lastRainIntensityValue != RainIntensity)
{
lastRainIntensityValue = RainIntensity;
if (RainIntensity <= 0.01f)
{
if (audioSourceRainCurrent != null)
{
audioSourceRainCurrent.Stop();
audioSourceRainCurrent = null;
}
if (RainFallParticleSystem != null)
{
ParticleSystem.EmissionModule e = RainFallParticleSystem.emission;
e.enabled = false;
RainFallParticleSystem.Stop();
}
if (RainMistParticleSystem != null)
{
ParticleSystem.EmissionModule e = RainMistParticleSystem.emission;
e.enabled = false;
RainMistParticleSystem.Stop();
}
}
else
{
LoopingAudioSource newSource;
if (RainIntensity >= 0.67f)
{
newSource = audioSourceRainHeavy;
}
else if (RainIntensity >= 0.33f)
{
newSource = audioSourceRainMedium;
}
else
{
newSource = audioSourceRainLight;
}
if (audioSourceRainCurrent != newSource)
{
if (audioSourceRainCurrent != null)
{
audioSourceRainCurrent.Stop();
}
audioSourceRainCurrent = newSource;
audioSourceRainCurrent.Play(1.0f);
}
if (RainFallParticleSystem != null)
{
ParticleSystem.EmissionModule e = RainFallParticleSystem.emission;
e.enabled = RainFallParticleSystem.GetComponent<Renderer>().enabled = true;
if (!RainFallParticleSystem.isPlaying)
{
RainFallParticleSystem.Play();
}
ParticleSystem.MinMaxCurve rate = e.rateOverTime;
rate.mode = ParticleSystemCurveMode.Constant;
rate.constantMin = rate.constantMax = RainFallEmissionRate();
e.rateOverTime = rate;
}
if (RainMistParticleSystem != null)
{
ParticleSystem.EmissionModule e = RainMistParticleSystem.emission;
e.enabled = RainMistParticleSystem.GetComponent<Renderer>().enabled = true;
if (!RainMistParticleSystem.isPlaying)
{
RainMistParticleSystem.Play();
}
float emissionRate;
if (RainIntensity < RainMistThreshold)
{
emissionRate = 0.0f;
}
else
{
// must have RainMistThreshold or higher rain intensity to start seeing mist
emissionRate = MistEmissionRate();
}
ParticleSystem.MinMaxCurve rate = e.rateOverTime;
rate.mode = ParticleSystemCurveMode.Constant;
rate.constantMin = rate.constantMax = emissionRate;
e.rateOverTime = rate;
}
}
}
}
protected virtual void Start()
{
#if DEBUG
if (RainFallParticleSystem == null)
{
Debug.LogError("Rain fall particle system must be set to a particle system");
return;
}
#endif
if (Camera == null)
{
Camera = Camera.main;
}
audioSourceRainLight = new LoopingAudioSource(this, RainSoundLight, RainSoundAudioMixer);
audioSourceRainMedium = new LoopingAudioSource(this, RainSoundMedium, RainSoundAudioMixer);
audioSourceRainHeavy = new LoopingAudioSource(this, RainSoundHeavy, RainSoundAudioMixer);
audioSourceWind = new LoopingAudioSource(this, WindSound, RainSoundAudioMixer);
if (RainFallParticleSystem != null)
{
ParticleSystem.EmissionModule e = RainFallParticleSystem.emission;
e.enabled = false;
Renderer rainRenderer = RainFallParticleSystem.GetComponent<Renderer>();
rainRenderer.enabled = false;
rainMaterial = new Material(rainRenderer.material);
rainMaterial.EnableKeyword("SOFTPARTICLES_OFF");
rainRenderer.material = rainMaterial;
}
if (RainExplosionParticleSystem != null)
{
ParticleSystem.EmissionModule e = RainExplosionParticleSystem.emission;
e.enabled = false;
Renderer rainRenderer = RainExplosionParticleSystem.GetComponent<Renderer>();
rainExplosionMaterial = new Material(rainRenderer.material);
rainExplosionMaterial.EnableKeyword("SOFTPARTICLES_OFF");
rainRenderer.material = rainExplosionMaterial;
}
if (RainMistParticleSystem != null)
{
ParticleSystem.EmissionModule e = RainMistParticleSystem.emission;
e.enabled = false;
Renderer rainRenderer = RainMistParticleSystem.GetComponent<Renderer>();
rainRenderer.enabled = false;
rainMistMaterial = new Material(rainRenderer.material);
if (UseRainMistSoftParticles)
{
rainMistMaterial.EnableKeyword("SOFTPARTICLES_ON");
}
else
{
rainMistMaterial.EnableKeyword("SOFTPARTICLES_OFF");
}
rainRenderer.material = rainMistMaterial;
}
}
protected virtual void Update()
{
#if DEBUG
if (RainFallParticleSystem == null)
{
Debug.LogError("Rain fall particle system must be set to a particle system");
return;
}
#endif
CheckForRainChange();
UpdateWind();
audioSourceRainLight.Update();
audioSourceRainMedium.Update();
audioSourceRainHeavy.Update();
}
protected virtual float RainFallEmissionRate()
{
return (RainFallParticleSystem.main.maxParticles / RainFallParticleSystem.main.startLifetime.constant) * RainIntensity;
}
protected virtual float MistEmissionRate()
{
return (RainMistParticleSystem.main.maxParticles / RainMistParticleSystem.main.startLifetime.constant) * RainIntensity * RainIntensity;
}
protected virtual bool UseRainMistSoftParticles
{
get
{
return true;
}
}
}
/// <summary>
/// Provides an easy wrapper to looping audio sources with nice transitions for volume when starting and stopping
/// </summary>
public class LoopingAudioSource
{
public AudioSource AudioSource { get; private set; }
public float TargetVolume { get; private set; }
public LoopingAudioSource(MonoBehaviour script, AudioClip clip, AudioMixerGroup mixer)
{
AudioSource = script.gameObject.AddComponent<AudioSource>();
if (mixer != null)
{
AudioSource.outputAudioMixerGroup = mixer;
}
AudioSource.loop = true;
AudioSource.clip = clip;
AudioSource.playOnAwake = false;
AudioSource.volume = 0.0f;
AudioSource.Stop();
TargetVolume = 1.0f;
}
public void Play(float targetVolume)
{
if (!AudioSource.isPlaying)
{
AudioSource.volume = 0.0f;
AudioSource.Play();
}
TargetVolume = targetVolume;
}
public void Stop()
{
TargetVolume = 0.0f;
}
public void Update()
{
if (AudioSource.isPlaying && (AudioSource.volume = Mathf.Lerp(AudioSource.volume, TargetVolume, Time.deltaTime)) == 0.0f)
{
AudioSource.Stop();
}
}
}
}
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//
// Rain Maker (c) 2016 Digital Ruby, LLC
// http://www.digitalruby.com
//
using UnityEngine;
using System.Collections.Generic;
namespace DigitalRuby.RainMaker
{
public class RainCollision : MonoBehaviour
{
private static readonly Color32 color = new Color32(255, 255, 255, 255);
private readonly List<ParticleCollisionEvent> collisionEvents = new List<ParticleCollisionEvent>();
public ParticleSystem RainExplosion;
public ParticleSystem RainParticleSystem;
private void Start()
{
}
private void Update()
{
}
private void Emit(ParticleSystem p, ref Vector3 pos)
{
int count = UnityEngine.Random.Range(2, 5);
while (count != 0)
{
float yVelocity = UnityEngine.Random.Range(1.0f, 3.0f);
float zVelocity = UnityEngine.Random.Range(-2.0f, 2.0f);
float xVelocity = UnityEngine.Random.Range(-2.0f, 2.0f);
const float lifetime = 0.75f;// UnityEngine.Random.Range(0.25f, 0.75f);
float size = UnityEngine.Random.Range(0.05f, 0.1f);
ParticleSystem.EmitParams param = new ParticleSystem.EmitParams();
param.position = pos;
param.velocity = new Vector3(xVelocity, yVelocity, zVelocity);
param.startLifetime = lifetime;
param.startSize = size;
param.startColor = color;
p.Emit(param, 1);
count--;
}
}
private void OnParticleCollision(GameObject obj)
{
if (RainExplosion != null && RainParticleSystem != null)
{
int count = RainParticleSystem.GetCollisionEvents(obj, collisionEvents);
for (int i = 0; i < count; i++)
{
ParticleCollisionEvent evt = collisionEvents[i];
Vector3 pos = evt.intersection;
Emit(RainExplosion, ref pos);
}
}
}
}
}
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