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Messing with meshes and object spawning
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20
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7
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 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);
|
||||||
}
|
}
|
||||||
|
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];
|
||||||
|
|
||||||
|
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
|
||||||
|
guid: 13fa2421a3e649448c929ac42745ad65
|
||||||
|
timeCreated: 1723896826
|
@ -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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,3 +1,3 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 13fa2421a3e649448c929ac42745ad65
|
guid: d8b9c030eb764470a3082c1bae816ac0
|
||||||
timeCreated: 1723896826
|
timeCreated: 1724011784
|
@ -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());
|
||||||
}
|
}
|
||||||
|
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