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https://github.com/nothke/quality-control.git
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Messing with meshes and object spawning
This commit is contained in:
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8e357f12d6
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20
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1358
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Assets/Prefabs/Products/E/Boxed E.prefab.meta
Normal file
7
Assets/Prefabs/Products/E/Boxed E.prefab.meta
Normal file
@ -0,0 +1,7 @@
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File diff suppressed because it is too large
Load Diff
@ -4,6 +4,7 @@ using UnityEngine;
|
||||
|
||||
public class Converter: MonoBehaviour, IResetable
|
||||
{
|
||||
public ProductSpawner Spawner;
|
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public List<Product> inputProducts;
|
||||
|
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public ProductType expectedReagent;
|
||||
@ -61,7 +62,7 @@ public class Converter: MonoBehaviour, IResetable
|
||||
|
||||
if (inputProducts[0].Type == expectedReagent)
|
||||
{
|
||||
ProductType.SpawnProduct(conversionProduct, outputPoint);
|
||||
Spawner.SpawnProduct(conversionProduct);
|
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inputProducts.RemoveAt(0);
|
||||
Destroy(currentProduct);
|
||||
}
|
||||
|
90
Assets/Scripts/Machines/ProductInput.cs
Normal file
90
Assets/Scripts/Machines/ProductInput.cs
Normal file
@ -0,0 +1,90 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ProductInput : MonoBehaviour, IResetable
|
||||
{
|
||||
public enum ProductionPhaseType
|
||||
{
|
||||
Pause = 0,
|
||||
Production = 1,
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct ProductionPhase
|
||||
{
|
||||
public ProductionPhaseType Type;
|
||||
public ProductType ProductType;
|
||||
[Min(1f)]
|
||||
public float Duration;
|
||||
[Min(1f)]
|
||||
public float TotalSpawnCount;
|
||||
|
||||
public float SpawnInterval => Duration / TotalSpawnCount;
|
||||
}
|
||||
|
||||
public List<ProductionPhase> ProductionPhases;
|
||||
private List<ProductionPhase> RuntimeProductionPhases;
|
||||
|
||||
public ProductSpawner Spawner;
|
||||
|
||||
public float _remainingDuration;
|
||||
public float _spawnTimer;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
ResetMachine();
|
||||
}
|
||||
|
||||
public void ResetMachine()
|
||||
{
|
||||
enabled = true;
|
||||
_remainingDuration = 0f;
|
||||
_spawnTimer = 0f;
|
||||
|
||||
RuntimeProductionPhases = new(ProductionPhases);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (RuntimeProductionPhases.Count == 0)
|
||||
{
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
var currentPhase = RuntimeProductionPhases[0];
|
||||
|
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if (_remainingDuration <= 0)
|
||||
{
|
||||
_remainingDuration = currentPhase.Duration;
|
||||
_spawnTimer = 0f;
|
||||
}
|
||||
|
||||
_remainingDuration -= Time.deltaTime;
|
||||
|
||||
if (currentPhase.Type != ProductionPhaseType.Pause)
|
||||
{
|
||||
_spawnTimer -= Time.deltaTime;
|
||||
|
||||
if (_spawnTimer >= 0f)
|
||||
{
|
||||
if (_remainingDuration <= 0)
|
||||
{
|
||||
RuntimeProductionPhases.RemoveAt(0);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
_spawnTimer = currentPhase.SpawnInterval;
|
||||
|
||||
Spawner.SpawnProduct(currentPhase.ProductType);
|
||||
}
|
||||
|
||||
if (_remainingDuration <= 0)
|
||||
{
|
||||
RuntimeProductionPhases.RemoveAt(0);
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Scripts/Machines/ProductInput.cs.meta
Normal file
3
Assets/Scripts/Machines/ProductInput.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
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||||
guid: 13fa2421a3e649448c929ac42745ad65
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||||
timeCreated: 1723896826
|
@ -1,88 +1,19 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ProductSpawner : MonoBehaviour, IResetable
|
||||
public class ProductSpawner: MonoBehaviour
|
||||
{
|
||||
public enum ProductionPhaseType
|
||||
{
|
||||
Pause = 0,
|
||||
Production = 1,
|
||||
}
|
||||
public List<Transform> PossibleOrientations;
|
||||
public Vector2 yRotation;
|
||||
|
||||
[Serializable]
|
||||
public struct ProductionPhase
|
||||
public void SpawnProduct(ProductType type)
|
||||
{
|
||||
public ProductionPhaseType Type;
|
||||
public ProductType ProductType;
|
||||
[Min(1f)]
|
||||
public float Duration;
|
||||
[Min(1f)]
|
||||
public float TotalSpawnCount;
|
||||
var randomIndex = Random.Range(0, PossibleOrientations.Count);
|
||||
var randomOrientation = PossibleOrientations[randomIndex];
|
||||
|
||||
public float SpawnInterval => Duration / TotalSpawnCount;
|
||||
var rotation = Quaternion.AngleAxis(Random.Range(yRotation.x, yRotation.y), Vector3.up) *
|
||||
randomOrientation.rotation;
|
||||
|
||||
ProductType.SpawnProduct(type, transform, randomOrientation.position, rotation);
|
||||
}
|
||||
|
||||
public List<ProductionPhase> ProductionPhases;
|
||||
private List<ProductionPhase> RuntimeProductionPhases;
|
||||
|
||||
public float _remainingDuration;
|
||||
public float _spawnTimer;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
ResetMachine();
|
||||
}
|
||||
|
||||
public void ResetMachine()
|
||||
{
|
||||
enabled = true;
|
||||
_remainingDuration = 0f;
|
||||
_spawnTimer = 0f;
|
||||
|
||||
RuntimeProductionPhases = new(ProductionPhases);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (RuntimeProductionPhases.Count == 0)
|
||||
{
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
var currentPhase = RuntimeProductionPhases[0];
|
||||
|
||||
if (_remainingDuration <= 0)
|
||||
{
|
||||
_remainingDuration = currentPhase.Duration;
|
||||
_spawnTimer = 0f;
|
||||
}
|
||||
|
||||
_remainingDuration -= Time.deltaTime;
|
||||
|
||||
if (currentPhase.Type != ProductionPhaseType.Pause)
|
||||
{
|
||||
_spawnTimer -= Time.deltaTime;
|
||||
|
||||
if (_spawnTimer >= 0f)
|
||||
{
|
||||
if (_remainingDuration <= 0)
|
||||
{
|
||||
RuntimeProductionPhases.RemoveAt(0);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
_spawnTimer = currentPhase.SpawnInterval;
|
||||
|
||||
ProductType.SpawnProduct(currentPhase.ProductType, transform);
|
||||
}
|
||||
|
||||
if (_remainingDuration <= 0)
|
||||
{
|
||||
RuntimeProductionPhases.RemoveAt(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,3 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13fa2421a3e649448c929ac42745ad65
|
||||
timeCreated: 1723896826
|
||||
fileFormatVersion: 2
|
||||
guid: d8b9c030eb764470a3082c1bae816ac0
|
||||
timeCreated: 1724011784
|
@ -20,9 +20,9 @@ public class ProductType : ScriptableObject
|
||||
|
||||
public DefectProbability[] DefectProbabilities;
|
||||
|
||||
public static void SpawnProduct(ProductType type, Transform origin)
|
||||
public static void SpawnProduct(ProductType type, Transform parent, Vector3 position, Quaternion rotation)
|
||||
{
|
||||
var newProduct = Instantiate(type.Prefab, origin);
|
||||
var newProduct = Instantiate(type.Prefab, position, rotation, parent);
|
||||
newProduct.Type = type;
|
||||
newProduct.ApplyDefect(type.SelectDefect());
|
||||
}
|
||||
|
55
Assets/Shaders/Double Sided.shader
Normal file
55
Assets/Shaders/Double Sided.shader
Normal file
@ -0,0 +1,55 @@
|
||||
Shader "Custom/Double Sided"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
fixed4 _Color;
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o)
|
||||
{
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb;
|
||||
// Metallic and smoothness come from slider variables
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
9
Assets/Shaders/Double Sided.shader.meta
Normal file
9
Assets/Shaders/Double Sided.shader.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 11d9d9d8f92e31240b039d36a51ace4d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user