Messing with meshes and object spawning

This commit is contained in:
Daniel Tyomin 2024-08-18 23:36:45 +02:00
parent 8e357f12d6
commit a90c2400eb
19 changed files with 3720 additions and 651 deletions

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File diff suppressed because it is too large Load Diff

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@ -4,6 +4,7 @@ using UnityEngine;
public class Converter: MonoBehaviour, IResetable public class Converter: MonoBehaviour, IResetable
{ {
public ProductSpawner Spawner;
public List<Product> inputProducts; public List<Product> inputProducts;
public ProductType expectedReagent; public ProductType expectedReagent;
@ -61,7 +62,7 @@ public class Converter: MonoBehaviour, IResetable
if (inputProducts[0].Type == expectedReagent) if (inputProducts[0].Type == expectedReagent)
{ {
ProductType.SpawnProduct(conversionProduct, outputPoint); Spawner.SpawnProduct(conversionProduct);
inputProducts.RemoveAt(0); inputProducts.RemoveAt(0);
Destroy(currentProduct); Destroy(currentProduct);
} }

View 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];
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);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 13fa2421a3e649448c929ac42745ad65
timeCreated: 1723896826

View File

@ -1,88 +1,19 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class ProductSpawner : MonoBehaviour, IResetable public class ProductSpawner: MonoBehaviour
{ {
public enum ProductionPhaseType public List<Transform> PossibleOrientations;
public Vector2 yRotation;
public void SpawnProduct(ProductType type)
{ {
Pause = 0, var randomIndex = Random.Range(0, PossibleOrientations.Count);
Production = 1, var randomOrientation = PossibleOrientations[randomIndex];
}
[Serializable] var rotation = Quaternion.AngleAxis(Random.Range(yRotation.x, yRotation.y), Vector3.up) *
public struct ProductionPhase randomOrientation.rotation;
{
public ProductionPhaseType Type;
public ProductType ProductType;
[Min(1f)]
public float Duration;
[Min(1f)]
public float TotalSpawnCount;
public float SpawnInterval => Duration / TotalSpawnCount; 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);
}
} }
} }

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@ -1,3 +1,3 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 13fa2421a3e649448c929ac42745ad65 guid: d8b9c030eb764470a3082c1bae816ac0
timeCreated: 1723896826 timeCreated: 1724011784

View File

@ -20,9 +20,9 @@ public class ProductType : ScriptableObject
public DefectProbability[] DefectProbabilities; 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.Type = type;
newProduct.ApplyDefect(type.SelectDefect()); newProduct.ApplyDefect(type.SelectDefect());
} }

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@ -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"
}

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