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92 lines
2.8 KiB
C#
92 lines
2.8 KiB
C#
3 months ago
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using D2D.Utilities;
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using D2D;
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using D2D.Gameplay;
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using NaughtyAttributes;
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using static D2D.Utilities.SettingsFacade;
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using static D2D.Utilities.CommonLazyFacade;
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using static D2D.Utilities.CommonGameplayFacade;
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namespace D2D
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{
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/// <summary>
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/// Only for fx camera hub usage.
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/// </summary>
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public class FXCamera : SmartScript
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{
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private FXRenderTexture[] _textures;
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private FXRenderTextureParticle[] _particles;
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private Dictionary<FXRenderTextureType, float> _lastTimeUsages =
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new Dictionary<FXRenderTextureType, float>();
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private FXRenderTextureType[] _supportedTypes;
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private void Start()
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{
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var cameraRenderTexture = Get<Camera>().targetTexture;
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_textures = Finds<FXRenderTexture>();
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_textures.ForEach(t =>
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{
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t.RenderTexture = cameraRenderTexture;
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t.transform.Off();
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});
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_particles = ChildrenGets<FXRenderTextureParticle>();
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_particles.ForEach(p => p.transform.Off());
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_supportedTypes = _particles.Select(p => p.type).ToArray();
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Debug.Log(_supportedTypes.Length);
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}
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public bool HasType(FXRenderTextureType type) => _supportedTypes.Contains(type);
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[Button("Play random")]
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public void PlayRandom()
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{
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PlayFX(_supportedTypes.GetRandomElement());
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}
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/// <summary>
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/// Plays FX, if last fx was not finished we reactivate it (play next one immediately)
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/// </summary>
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public async void PlayFX(FXRenderTextureType type)
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{
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Debug.Log("Start");
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if (!HasType(type))
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throw new Exception($"FXCamera does not contain type: {type.name}");
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var texture = _textures.FirstOrDefault(x => x.type == type);
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var particle = _particles.FirstOrDefault(x => x.type == type);
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if (texture == null || particle == null)
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throw new Exception("Some objects of this fx type was not prepared!");
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float lastTimeUsage = 0;
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texture.gameObject.Reactivate();
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particle.gameObject.Reactivate();
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_lastTimeUsages[type] = Time.time;
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await type.lifetime.Seconds();
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if (_lastTimeUsages.TryGetValue(type, out lastTimeUsage))
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{
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// New one effect was played
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if (Time.time < lastTimeUsage + type.lifetime)
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return;
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}
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texture.transform.Off();
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particle.transform.Off();
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}
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}
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}
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