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CrowdControl/Assets/Feel/MMTools/Tools/MMInstantiation/MMSpawnAround.cs

199 lines
8.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// This class is used to describe spawn properties, to be used by the MMSpawnAround class.
/// It's meant to be exposed and used by classes that are designed to spawn objects, typically loot systems
/// </summary>
[System.Serializable]
public class MMSpawnAroundProperties
{
/// the possible shapes objects can be spawned within
public enum MMSpawnAroundShapes { Sphere, Cube }
/// the shape within which objects should spawn
[Header("Shape")]
[Tooltip("the shape within which objects should spawn")]
public MMSpawnAroundShapes Shape = MMSpawnAroundShapes.Sphere;
[Header("Position")]
/// a Vector3 that specifies the normal to the plane you want to spawn objects on (if you want to spawn objects on the x/z plane, the normal to that plane would be the y axis (0,1,0)
[Tooltip("a Vector3 that specifies the normal to the plane you want to spawn objects on (if you want to spawn objects on the x/z plane, the normal to that plane would be the y axis (0,1,0)")]
public Vector3 NormalToSpawnPlane = Vector3.up;
/// the minimum distance to the origin of the spawn at which objects can be spawned
[Tooltip("the minimum distance to the origin of the spawn at which objects can be spawned")]
[MMEnumCondition("Shape", (int)MMSpawnAroundShapes.Sphere)]
public float MinimumSphereRadius = 1f;
/// the maximum distance to the origin of the spawn at which objects can be spawned
[Tooltip("the maximum distance to the origin of the spawn at which objects can be spawned")]
[MMEnumCondition("Shape", (int)MMSpawnAroundShapes.Sphere)]
public float MaximumSphereRadius = 2f;
/// the minimum size of the cube's base
[Tooltip("the minimum size of the cube's base")]
[MMEnumCondition("Shape", (int)MMSpawnAroundShapes.Cube)]
public Vector3 MinimumCubeBaseSize = Vector3.one;
/// the maximum size of the cube's base
[Tooltip("the maximum size of the cube's base")]
[MMEnumCondition("Shape", (int)MMSpawnAroundShapes.Cube)]
public Vector3 MaximumCubeBaseSize = new Vector3(2f, 2f, 2f);
[Header("NormalAxisOffset")]
/// the minimum offset to apply on the normal axis
[Tooltip("the minimum offset to apply on the normal axis")]
public float MinimumNormalAxisOffset = 0f;
/// the maximum offset to apply on the normal axis
[Tooltip("the maximum offset to apply on the normal axis")]
public float MaximumNormalAxisOffset = 0f;
[Header("NormalAxisOffsetCurve")]
/// whether or not to use a curve to offset the object's spawn position along the spawn plane
[Tooltip("whether or not to use a curve to offset the object's spawn position along the spawn plane")]
public bool UseNormalAxisOffsetCurve = false;
/// a curve used to define how distance to the origin should be altered (potentially above min/max distance)
[Tooltip("a curve used to define how distance to the origin should be altered (potentially above min/max distance)")]
[MMCondition("UseNormalAxisOffsetCurve",true)]
public AnimationCurve NormalOffsetCurve = new AnimationCurve(new Keyframe(0, 1f), new Keyframe(1, 1f));
/// the value to which the curve's zero should be remapped to
[Tooltip("the value to which the curve's zero should be remapped to")]
[MMCondition("UseNormalAxisOffsetCurve",true)]
public float NormalOffsetCurveRemapZero = 0f;
/// the value to which the curve's one should be remapped to
[Tooltip("the value to which the curve's one should be remapped to")]
[MMCondition("UseNormalAxisOffsetCurve",true)]
public float NormalOffsetCurveRemapOne = 1f;
/// whether or not to invert the curve (horizontally)
[Tooltip("whether or not to invert the curve (horizontally)")]
[MMCondition("UseNormalAxisOffsetCurve",true)]
public bool InvertNormalOffsetCurve = false;
[Header("Rotation")]
/// the minimum random rotation to apply (in degrees)
[Tooltip("the minimum random rotation to apply (in degrees)")]
public Vector3 MinimumRotation = Vector3.zero;
/// the maximum random rotation to apply (in degrees)
[Tooltip("the maximum random rotation to apply (in degrees)")]
public Vector3 MaximumRotation = Vector3.zero;
[Header("Scale")]
/// the minimum random scale to apply
[Tooltip("the minimum random scale to apply")]
public Vector3 MinimumScale = Vector3.one;
/// the maximum random scale to apply
[Tooltip("the maximum random scale to apply")]
public Vector3 MaximumScale = Vector3.one;
}
/// <summary>
/// This static class is a spawn helper, useful to randomize position, rotation and scale when you need to
/// instantiate objects
/// </summary>
public static class MMSpawnAround
{
public static void ApplySpawnAroundProperties(GameObject instantiatedObj, MMSpawnAroundProperties props, Vector3 origin)
{
// we randomize the position
instantiatedObj.transform.position = SpawnAroundPosition(props, origin);
// we randomize the rotation
instantiatedObj.transform.rotation = SpawnAroundRotation(props);
// we randomize the scale
instantiatedObj.transform.localScale = SpawnAroundScale(props);
}
/// <summary>
/// Returns the position at which the object should spawn
/// </summary>
/// <param name="props"></param>
/// <param name="origin"></param>
/// <returns></returns>
public static Vector3 SpawnAroundPosition(MMSpawnAroundProperties props, Vector3 origin)
{
// we get the position of the object based on the defined plane and distance
Vector3 newPosition;
if (props.Shape == MMSpawnAroundProperties.MMSpawnAroundShapes.Sphere)
{
float distance = Random.Range(props.MinimumSphereRadius, props.MaximumSphereRadius);
newPosition = Vector3.Cross(Random.insideUnitSphere, props.NormalToSpawnPlane);
newPosition.Normalize();
newPosition *= distance;
}
else
{
float randomX = Random.Range(props.MinimumCubeBaseSize.x, props.MaximumCubeBaseSize.x);
newPosition.x = Random.Range(-randomX, randomX) / 2f;
float randomY = Random.Range(props.MinimumCubeBaseSize.y, props.MaximumCubeBaseSize.y);
newPosition.y = Random.Range(-randomY, randomY) / 2f;
float randomZ = Random.Range(props.MinimumCubeBaseSize.z, props.MaximumCubeBaseSize.z);
newPosition.z = Random.Range(-randomZ, randomZ) / 2f;
newPosition = Vector3.Cross(newPosition, props.NormalToSpawnPlane);
}
float randomOffset = Random.Range(props.MinimumNormalAxisOffset, props.MaximumNormalAxisOffset);
// we correct the position based on the NormalOffsetCurve
if (props.UseNormalAxisOffsetCurve)
{
float normalizedOffset = 0f;
if (randomOffset != 0)
{
if (props.InvertNormalOffsetCurve)
{
normalizedOffset = MMMaths.Remap(randomOffset, props.MinimumNormalAxisOffset, props.MaximumNormalAxisOffset, 1f, 0f);
}
else
{
normalizedOffset = MMMaths.Remap(randomOffset, props.MinimumNormalAxisOffset, props.MaximumNormalAxisOffset, 0f, 1f);
}
}
float offset = props.NormalOffsetCurve.Evaluate(normalizedOffset);
offset = MMMaths.Remap(offset, 0f, 1f, props.NormalOffsetCurveRemapZero, props.NormalOffsetCurveRemapOne);
newPosition *= offset;
}
// we apply the normal offset
newPosition += props.NormalToSpawnPlane.normalized * randomOffset;
// relative position
newPosition += origin;
return newPosition;
}
/// <summary>
/// Returns the scale at which the object should spawn
/// </summary>
/// <param name="props"></param>
/// <returns></returns>
public static Vector3 SpawnAroundScale(MMSpawnAroundProperties props)
{
return MMMaths.RandomVector3(props.MinimumScale, props.MaximumScale);
}
/// <summary>
/// Returns the rotation at which the object should spawn
/// </summary>
/// <param name="props"></param>
/// <returns></returns>
public static Quaternion SpawnAroundRotation(MMSpawnAroundProperties props)
{
return Quaternion.Euler(MMMaths.RandomVector3(props.MinimumRotation, props.MaximumRotation));
}
/// <summary>
/// Draws gizmos to show the shape of the spawn area
/// </summary>
/// <param name="props"></param>
/// <param name="origin"></param>
/// <param name="quantity"></param>
/// <param name="size"></param>
public static void DrawGizmos(MMSpawnAroundProperties props, Vector3 origin, int quantity, float size, Color gizmosColor)
{
Gizmos.color = gizmosColor;
for (int i = 0; i < quantity; i++)
{
Gizmos.DrawCube(SpawnAroundPosition(props, origin), SpawnAroundScale(props) * size);
}
}
}
}