diff --git a/Assets/InteractionEngine/CommunicationEvents.cs b/Assets/InteractionEngine/CommunicationEvents.cs index 3da1224d8aa975762fd29feb681b13990255854e..5df9d1b86627d946384c9f229328c1a7dd3a3644 100644 --- a/Assets/InteractionEngine/CommunicationEvents.cs +++ b/Assets/InteractionEngine/CommunicationEvents.cs @@ -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(); diff --git a/Assets/InteractionEngine/ShinyThings.cs b/Assets/InteractionEngine/ShinyThings.cs index d4d4a2ee2192c3c0d1ce660e526c5a51cb0d7a6a..7a246aca755dc78771e1bf6a19a787e190da8d93 100644 --- a/Assets/InteractionEngine/ShinyThings.cs +++ b/Assets/InteractionEngine/ShinyThings.cs @@ -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; diff --git a/Assets/InventoryStuff/ScrollDetails.cs b/Assets/InventoryStuff/ScrollDetails.cs index b75f37ac668c900214b3192f302cf079a7821d08..315f835485afb97b610cafd082ae3ad3c96bcd71 100644 --- a/Assets/InventoryStuff/ScrollDetails.cs +++ b/Assets/InventoryStuff/ScrollDetails.cs @@ -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); diff --git a/Assets/Materials.meta b/Assets/Materials.meta index e2526023e3b9e3892702a63b21b18320ee2b791b..7aeef0adff817bade26da32b054af0985149a81e 100644 --- a/Assets/Materials.meta +++ b/Assets/Materials.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: af884160dfa53d143be7e79945c14dec +guid: f173bbdb5608a24449d9144d5bab03b3 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Resources/Prefabs/Fireworks.prefab b/Assets/Resources/Prefabs/Fireworks_Animation.prefab similarity index 99% rename from Assets/Resources/Prefabs/Fireworks.prefab rename to Assets/Resources/Prefabs/Fireworks_Animation.prefab index 6c615b46edfac081afcdf4ec6dbba559b45bb406..16d3158f84287efdf76df06722ea3e4ea4ef2948 100644 --- a/Assets/Resources/Prefabs/Fireworks.prefab +++ b/Assets/Resources/Prefabs/Fireworks_Animation.prefab @@ -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 diff --git a/Assets/Resources/Prefabs/Fireworks.prefab.meta b/Assets/Resources/Prefabs/Fireworks_Animation.prefab.meta similarity index 100% rename from Assets/Resources/Prefabs/Fireworks.prefab.meta rename to Assets/Resources/Prefabs/Fireworks_Animation.prefab.meta diff --git a/Assets/Resources/Prefabs/Rainmaker.meta b/Assets/Resources/Prefabs/Rainmaker.meta new file mode 100644 index 0000000000000000000000000000000000000000..5ca341b3fe19828919290ff4462831f1feb89b1a --- /dev/null +++ b/Assets/Resources/Prefabs/Rainmaker.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cb9d2f5a4287d30499ef1531e4fee7e7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs b/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs new file mode 100644 index 0000000000000000000000000000000000000000..fd2c71088f2ac722b6eaf944d2af6006fafb563f --- /dev/null +++ b/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs @@ -0,0 +1,362 @@ +// +// 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(); + } + } + } +} \ No newline at end of file diff --git a/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs.meta b/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..67b3f793a901ebadf62294935cf67c9eed49411e --- /dev/null +++ b/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5fadb2792073be54387ad764e856d440 +timeCreated: 1448044358 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Prefabs/Rainmaker/RainCollision.cs b/Assets/Resources/Prefabs/Rainmaker/RainCollision.cs new file mode 100644 index 0000000000000000000000000000000000000000..f91bcd1415fefb04eb396b73c54fd172fe562417 --- /dev/null +++ b/Assets/Resources/Prefabs/Rainmaker/RainCollision.cs @@ -0,0 +1,64 @@ +// +// 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); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/Resources/Prefabs/Rainmaker/RainCollision.cs.meta 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b/Assets/Resources/Prefabs/Rainmaker/RainPrefab2D.prefab.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b046278bb9b6e104790392b566667ba5 +timeCreated: 1448057078 +licenseType: Store +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Prefabs/Rainmaker/RainScript.cs b/Assets/Resources/Prefabs/Rainmaker/RainScript.cs new file mode 100644 index 0000000000000000000000000000000000000000..1436ffa0f54f24e52764c5ef55ce50687d313ae6 --- /dev/null +++ b/Assets/Resources/Prefabs/Rainmaker/RainScript.cs @@ -0,0 +1,72 @@ +// +// Rain Maker (c) 2015 Digital Ruby, LLC +// http://www.digitalruby.com +// + +using UnityEngine; +using System.Collections; + +namespace DigitalRuby.RainMaker +{ + public class RainScript : BaseRainScript + { + [Tooltip("The height above the camera that the rain will start falling from")] + public float RainHeight = 25.0f; + + [Tooltip("How far the rain particle system is ahead of the player")] + public float RainForwardOffset = -7.0f; + + [Tooltip("The top y value of the mist particles")] + public float RainMistHeight = 3.0f; + + private void UpdateRain() + { + // keep rain and mist above the player + if (RainFallParticleSystem != null) + { + if (FollowCamera) + { + var s = RainFallParticleSystem.shape; + s.shapeType = ParticleSystemShapeType.ConeVolume; + RainFallParticleSystem.transform.position = Camera.transform.position; + RainFallParticleSystem.transform.Translate(0.0f, RainHeight, RainForwardOffset); + RainFallParticleSystem.transform.rotation = Quaternion.Euler(0.0f, Camera.transform.rotation.eulerAngles.y, 0.0f); + if (RainMistParticleSystem != null) + { + var s2 = RainMistParticleSystem.shape; + s2.shapeType = ParticleSystemShapeType.Hemisphere; + Vector3 pos = Camera.transform.position; + pos.y += RainMistHeight; + RainMistParticleSystem.transform.position = pos; + } + } + else + { + var s = RainFallParticleSystem.shape; + s.shapeType = ParticleSystemShapeType.Box; + if (RainMistParticleSystem != null) + { + var s2 = RainMistParticleSystem.shape; + s2.shapeType = ParticleSystemShapeType.Box; + Vector3 pos = RainFallParticleSystem.transform.position; + pos.y += RainMistHeight; + pos.y -= RainHeight; + RainMistParticleSystem.transform.position = pos; + } + } + } + } + + protected override void Start() + { + base.Start(); + } + + protected override void Update() + { + base.Update(); + + UpdateRain(); + } + } +} \ No newline at end of file diff --git a/Assets/Resources/Prefabs/Rainmaker/RainScript.cs.meta b/Assets/Resources/Prefabs/Rainmaker/RainScript.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..9b67beeddce294a8700ccc7aee2ece8a3a8db05d --- /dev/null +++ b/Assets/Resources/Prefabs/Rainmaker/RainScript.cs.meta @@ -0,0 +1,31 @@ +fileFormatVersion: 2 +guid: 6ff5b1f04dece7440b6f0886ee13f147 +labels: +- Weather +- Rain +- Light +- Mist +- Sound +- Looping +- Wind +- Seamless +- Fade +timeCreated: 1454365282 +licenseType: Store 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Ruby, LLC +// http://www.digitalruby.com +// + +using UnityEngine; +using System.Collections; + +namespace DigitalRuby.RainMaker +{ + public class RainScript2D : BaseRainScript + { + private static readonly Color32 explosionColor = new Color32(255, 255, 255, 255); + + private float cameraMultiplier = 1.0f; + private Bounds visibleBounds = new Bounds(); + private float yOffset; + private float visibleWorldWidth; + private float initialEmissionRain; + private Vector2 initialStartSpeedRain; + private Vector2 initialStartSizeRain; + private Vector2 initialStartSpeedMist; + private Vector2 initialStartSizeMist; + private Vector2 initialStartSpeedExplosion; + private Vector2 initialStartSizeExplosion; + private readonly ParticleSystem.Particle[] particles = new ParticleSystem.Particle[2048]; + + [Tooltip("The starting y offset for rain and mist. This will be offset as a percentage of visible height from the top of the visible world.")] + public float RainHeightMultiplier = 0.15f; + + [Tooltip("The total width of the rain and mist as a percentage of visible width")] + public float RainWidthMultiplier = 1.5f; + + [Tooltip("Collision mask for the rain particles")] + public LayerMask CollisionMask = -1; + + [Tooltip("Lifetime to assign to rain particles that have collided. 0 for instant death. This can allow the rain to penetrate a little bit beyond the collision point.")] + [Range(0.0f, 0.5f)] + public float CollisionLifeTimeRain = 0.02f; + + [Tooltip("Multiply the velocity of any mist colliding by this amount")] + [Range(0.0f, 0.99f)] + public float RainMistCollisionMultiplier = 0.75f; + + private void EmitExplosion(ref Vector3 pos) + { + int count = UnityEngine.Random.Range(2, 5); + while (count != 0) + { + float xVelocity = UnityEngine.Random.Range(-2.0f, 2.0f) * cameraMultiplier; + float yVelocity = UnityEngine.Random.Range(1.0f, 3.0f) * cameraMultiplier; + float lifetime = UnityEngine.Random.Range(0.1f, 0.2f); + float size = UnityEngine.Random.Range(0.05f, 0.1f) * cameraMultiplier; + ParticleSystem.EmitParams param = new ParticleSystem.EmitParams(); + param.position = pos; + param.velocity = new Vector3(xVelocity, yVelocity, 0.0f); + param.startLifetime = lifetime; + param.startSize = size; + param.startColor = explosionColor; + RainExplosionParticleSystem.Emit(param, 1); + count--; + } + } + + private void TransformParticleSystem(ParticleSystem p, Vector2 initialStartSpeed, Vector2 initialStartSize) + { + if (p == null) + { + return; + } + if (FollowCamera) + { + p.transform.position = new Vector3(Camera.transform.position.x, visibleBounds.max.y + yOffset, p.transform.position.z); + } + else + { + p.transform.position = new Vector3(p.transform.position.x, visibleBounds.max.y + yOffset, p.transform.position.z); + } + p.transform.localScale = new Vector3(visibleWorldWidth * RainWidthMultiplier, 1.0f, 1.0f); + var m = p.main; + var speed = m.startSpeed; + var size = m.startSize; + speed.constantMin = initialStartSpeed.x * cameraMultiplier; + speed.constantMax = initialStartSpeed.y * cameraMultiplier; + size.constantMin = initialStartSize.x * cameraMultiplier; + size.constantMax = initialStartSize.y * cameraMultiplier; + m.startSpeed = speed; + m.startSize = size; + } + + private void CheckForCollisionsRainParticles() + { + int count = 0; + bool changes = false; + + if (CollisionMask != 0) + { + count = RainFallParticleSystem.GetParticles(particles); + RaycastHit2D hit; + + for (int i = 0; i < count; i++) + { + Vector3 pos = particles[i].position + RainFallParticleSystem.transform.position; + hit = Physics2D.Raycast(pos, particles[i].velocity.normalized, particles[i].velocity.magnitude * Time.deltaTime); + if (hit.collider != null && ((1 << hit.collider.gameObject.layer) & CollisionMask) != 0) + { + if (CollisionLifeTimeRain == 0.0f) + { + particles[i].remainingLifetime = 0.0f; + } + else + { + particles[i].remainingLifetime = Mathf.Min(particles[i].remainingLifetime, UnityEngine.Random.Range(CollisionLifeTimeRain * 0.5f, CollisionLifeTimeRain * 2.0f)); + pos += (particles[i].velocity * Time.deltaTime); + } + changes = true; + } + } + } + + if (RainExplosionParticleSystem != null) + { + if (count == 0) + { + count = RainFallParticleSystem.GetParticles(particles); + } + for (int i = 0; i < count; i++) + { + if (particles[i].remainingLifetime < 0.24f) + { + Vector3 pos = particles[i].position + RainFallParticleSystem.transform.position; + EmitExplosion(ref pos); + } + } + } + if (changes) + { + RainFallParticleSystem.SetParticles(particles, count); + } + } + + private void CheckForCollisionsMistParticles() + { + if (RainMistParticleSystem == null || CollisionMask == 0) + { + return; + } + + int count = RainMistParticleSystem.GetParticles(particles); + bool changes = false; + RaycastHit2D hit; + + for (int i = 0; i < count; i++) + { + Vector3 pos = particles[i].position + RainMistParticleSystem.transform.position; + hit = Physics2D.Raycast(pos, particles[i].velocity.normalized, particles[i].velocity.magnitude* Time.deltaTime, CollisionMask); + if (hit.collider != null) + { + particles[i].velocity *= RainMistCollisionMultiplier; + changes = true; + } + } + + if (changes) + { + RainMistParticleSystem.SetParticles(particles, count); + } + } + + protected override void Start() + { + base.Start(); + + initialEmissionRain = RainFallParticleSystem.emission.rateOverTime.constant; + initialStartSpeedRain = new Vector2(RainFallParticleSystem.main.startSpeed.constantMin, RainFallParticleSystem.main.startSpeed.constantMax); + initialStartSizeRain = new Vector2(RainFallParticleSystem.main.startSize.constantMin, RainFallParticleSystem.main.startSize.constantMax); + + if (RainMistParticleSystem != null) + { + initialStartSpeedMist = new Vector2(RainMistParticleSystem.main.startSpeed.constantMin, RainMistParticleSystem.main.startSpeed.constantMax); + initialStartSizeMist = new Vector2(RainMistParticleSystem.main.startSize.constantMin, RainMistParticleSystem.main.startSize.constantMax); + } + + if (RainExplosionParticleSystem != null) + { + initialStartSpeedExplosion = new Vector2(RainExplosionParticleSystem.main.startSpeed.constantMin, RainExplosionParticleSystem.main.startSpeed.constantMax); + initialStartSizeExplosion = new Vector2(RainExplosionParticleSystem.main.startSize.constantMin, RainExplosionParticleSystem.main.startSize.constantMax); + } + } + + protected override void Update() + { + base.Update(); + + cameraMultiplier = (Camera.orthographicSize * 0.25f); + visibleBounds.min = Camera.main.ViewportToWorldPoint(Vector3.zero); + visibleBounds.max = Camera.main.ViewportToWorldPoint(Vector3.one); + visibleWorldWidth = visibleBounds.size.x; + yOffset = (visibleBounds.max.y - visibleBounds.min.y) * RainHeightMultiplier; + + TransformParticleSystem(RainFallParticleSystem, initialStartSpeedRain, initialStartSizeRain); + TransformParticleSystem(RainMistParticleSystem, initialStartSpeedMist, initialStartSizeMist); + TransformParticleSystem(RainExplosionParticleSystem, initialStartSpeedExplosion, initialStartSizeExplosion); + + CheckForCollisionsRainParticles(); + CheckForCollisionsMistParticles(); + } + + protected override float RainFallEmissionRate() + { + return initialEmissionRain * RainIntensity; + } + + protected override bool UseRainMistSoftParticles + { + get + { + return false; + } + } + } +} \ No newline at end of file diff --git a/Assets/Resources/Prefabs/Rainmaker/RainScript2D.cs.meta b/Assets/Resources/Prefabs/Rainmaker/RainScript2D.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..81740907e8f866514ac66904709aaa025b4fb921 --- /dev/null +++ b/Assets/Resources/Prefabs/Rainmaker/RainScript2D.cs.meta @@ -0,0 +1,21 @@ +fileFormatVersion: 2 +guid: 340901a9d8d97bd43abdfe247e210193 +timeCreated: 1454365387 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - Camera: {instanceID: 0} + - RainSoundLight: {fileID: 8300000, guid: c980eda1ec9b9ff4b930005976b00f41, type: 3} + - RainSoundMedium: {fileID: 8300000, guid: 3359e9d10af08ca46ae396298dbd1ed9, type: 3} + - RainSoundHeavy: {fileID: 8300000, guid: db1471092e49b7445bfbd374a17ea61a, type: 3} + - RainFallParticleSystem: {instanceID: 0} + - RainExplosionParticleSystem: {instanceID: 0} + - RainMistParticleSystem: {instanceID: 0} + - WindSound: 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0.25 + } + + SubShader + { + Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "LightMode"="Vertex" } + LOD 100 + + Pass + { + ZWrite Off + Cull Back + Lighting On + AlphaTest Greater 0.01 + ColorMask RGB + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + + #pragma multi_compile_particles + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #include "UnityCG.cginc" + #include "Lighting.cginc" + + fixed4 _TintColor; + float _DirectionalLightMultiplier; + float _PointSpotLightMultiplier; + float _AmbientLightMultiplier; + + #if defined(SOFTPARTICLES_ON) + float _InvFade; + #endif + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + half2 uv_MainTex : TEXCOORD0; + fixed4 color : COLOR0; + float4 pos : SV_POSITION; + #if defined(SOFTPARTICLES_ON) + float4 projPos : TEXCOORD1; + #endif + }; + + float3 ApplyLight(int index, float3 lightColor, float3 viewPos) + { + fixed3 currentLightColor = unity_LightColor[index].rgb; + float4 lightPos = unity_LightPosition[index]; + + if (lightPos.w == 0) + { + // directional light, the lightPos is actually the direction of the light + // for some weird reason, Unity seems to change the directional light position based on the vertex, + // this hack seems to compensate for that + lightPos = mul(lightPos, UNITY_MATRIX_V); + + // depending on how the directional light is pointing, reduce the intensity (which goes to 0 as it goes below the horizon) + fixed multiplier = clamp((lightPos.y * 2) + 1, 0, 1); + return lightColor + (currentLightColor * multiplier * _DirectionalLightMultiplier); + } + else + { + float3 toLight = lightPos.xyz - viewPos; + fixed lengthSq = dot(toLight, toLight); + fixed atten = 1.0 / (1.0 + (lengthSq * unity_LightAtten[index].z)); + return lightColor + (currentLightColor * atten * _PointSpotLightMultiplier); + } + } + + fixed4 LightForVertex(float4 vertex) + { + float3 viewPos = UnityObjectToViewPos(vertex).xyz; + fixed3 lightColor = UNITY_LIGHTMODEL_AMBIENT.rgb * _AmbientLightMultiplier; + + lightColor = ApplyLight(0, lightColor, viewPos); + lightColor = ApplyLight(1, lightColor, viewPos); + lightColor = ApplyLight(2, lightColor, viewPos); + lightColor = ApplyLight(3, lightColor, viewPos); + + return fixed4(lightColor, 1); + } + + float4 _MainTex_ST; + + v2f vert(appdata_t v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex); + o.color = LightForVertex(v.vertex) * v.color * _TintColor; + + // o.color = v.color * _TintColor; // temp if you want to disable lighting + + // make sure the alpha scales down with the light + o.color *= (min(o.color.rgb, _TintColor.a).r / _TintColor.a); + + #if defined(SOFTPARTICLES_ON) + o.projPos = ComputeScreenPos(o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + + return o; + } + + #if defined(SOFTPARTICLES_ON) + sampler2D _CameraDepthTexture; + 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