many fixes on prototyping
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File diff suppressed because one or more lines are too long
@ -1,18 +0,0 @@
|
|||||||
using Intrepid.Utilities;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Intrepid.Gameplay.Ground
|
|
||||||
{
|
|
||||||
public class GroundModelPrototype : MonoBehaviour
|
|
||||||
{
|
|
||||||
[GroupInjections, SerializeField] public GameObject mesh;
|
|
||||||
[GroupInjections, SerializeField] private Collider _collider;
|
|
||||||
|
|
||||||
public Collider Collider => _collider;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
mesh.SetActive(GonConstants.Prototyping.DebugPrototyping);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -0,0 +1,92 @@
|
|||||||
|
using Intrepid.Utilities;
|
||||||
|
using Sirenix.OdinInspector;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.ProBuilder;
|
||||||
|
using UnityEngine.ProBuilder.Shapes;
|
||||||
|
|
||||||
|
namespace Intrepid.Gameplay.Prototyping
|
||||||
|
{
|
||||||
|
[ExecuteAlways]
|
||||||
|
public class ContactCubeModelPrototype : MonoBehaviour
|
||||||
|
{
|
||||||
|
[GroupConfigurations, SerializeField, Min(1)] private int sizeX = 1;
|
||||||
|
[GroupConfigurations, SerializeField, Min(1)] private int sizeY = 1;
|
||||||
|
[GroupConfigurations, SerializeField, Min(1)] private int sizeZ = 1;
|
||||||
|
[GroupConfigurations, SerializeField, Range(0f, 1f)] private float offset = 1f;
|
||||||
|
|
||||||
|
[GroupInjections, SerializeField] private Transform model;
|
||||||
|
[GroupInjections, SerializeField] private ProBuilderMesh proBuilderMesh;
|
||||||
|
[GroupInjections, SerializeField] private BoxCollider boxCollider;
|
||||||
|
|
||||||
|
private int lastSizeX = -1;
|
||||||
|
private int lastSizeY = -1;
|
||||||
|
private int lastSizeZ = -1;
|
||||||
|
private float lastOffset = -1f;
|
||||||
|
|
||||||
|
public BoxCollider BoxCollider => boxCollider;
|
||||||
|
|
||||||
|
[GroupDebug, Button(ButtonSizes.Medium)]
|
||||||
|
private void Resize()
|
||||||
|
{
|
||||||
|
if (lastSizeX == sizeX &&
|
||||||
|
lastSizeY == sizeY &&
|
||||||
|
lastSizeZ == sizeZ &&
|
||||||
|
Mathf.Approximately(lastOffset, offset))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var newSize = new Vector3(sizeX, sizeY, sizeZ);
|
||||||
|
|
||||||
|
new Cube().RebuildMesh(proBuilderMesh, newSize, Quaternion.identity);
|
||||||
|
|
||||||
|
proBuilderMesh.ToMesh();
|
||||||
|
proBuilderMesh.Refresh();
|
||||||
|
|
||||||
|
boxCollider.size = new Vector3(
|
||||||
|
sizeX + offset,
|
||||||
|
sizeY,
|
||||||
|
sizeZ + offset
|
||||||
|
);
|
||||||
|
|
||||||
|
boxCollider.center = Vector3.zero;
|
||||||
|
|
||||||
|
model.localPosition = new Vector3(0f, sizeY / 2f, 0f);
|
||||||
|
|
||||||
|
proBuilderMesh.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
|
||||||
|
|
||||||
|
lastSizeX = sizeX;
|
||||||
|
lastSizeY = sizeY;
|
||||||
|
lastSizeZ = sizeZ;
|
||||||
|
lastOffset = offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
sizeX = Mathf.Max(1, sizeX);
|
||||||
|
sizeY = Mathf.Max(1, sizeY);
|
||||||
|
sizeZ = Mathf.Max(1, sizeZ);
|
||||||
|
offset = Mathf.Clamp01(offset);
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
EditorApplication.delayCall += () =>
|
||||||
|
{
|
||||||
|
if (this == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (PrefabUtility.IsPartOfPrefabAsset(gameObject))
|
||||||
|
return;
|
||||||
|
|
||||||
|
Resize();
|
||||||
|
};
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Resize();
|
||||||
|
proBuilderMesh?.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ccf30362a82f4d67958b61569d4cf1b4
|
||||||
|
timeCreated: 1780940706
|
||||||
@ -0,0 +1,193 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using Intrepid.Utilities;
|
||||||
|
using Sirenix.OdinInspector;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.ProBuilder;
|
||||||
|
|
||||||
|
namespace Intrepid.Gameplay.Prototyping
|
||||||
|
{
|
||||||
|
[ExecuteAlways]
|
||||||
|
public class GroundRampModelPrototype : MonoBehaviour
|
||||||
|
{
|
||||||
|
[GroupConfigurations, SerializeField, Min(1)]
|
||||||
|
private int sizeX = 1;
|
||||||
|
|
||||||
|
[GroupConfigurations, SerializeField, Min(1)]
|
||||||
|
private int sizeZ = 1;
|
||||||
|
|
||||||
|
[GroupInjections, SerializeField] private Transform model;
|
||||||
|
[GroupInjections, SerializeField] private ProBuilderMesh proBuilderMesh;
|
||||||
|
[GroupInjections, SerializeField] private BoxCollider boxCollider;
|
||||||
|
|
||||||
|
private int lastSizeX = -1;
|
||||||
|
private int lastSizeZ = -1;
|
||||||
|
|
||||||
|
public BoxCollider BoxCollider => boxCollider;
|
||||||
|
|
||||||
|
[GroupDebug, Button(ButtonSizes.Medium)]
|
||||||
|
private void Resize()
|
||||||
|
{
|
||||||
|
if (lastSizeX == sizeX && lastSizeZ == sizeZ)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var newSize = new Vector3(sizeX, sizeZ * .5f, sizeZ);
|
||||||
|
|
||||||
|
RebuildRamp(proBuilderMesh, newSize);
|
||||||
|
|
||||||
|
boxCollider.transform.localEulerAngles = new Vector3(-26.5f, 0f, 0f);
|
||||||
|
boxCollider.center = new Vector3(0f, -0.02625f, 0f);
|
||||||
|
boxCollider.size = new Vector3(sizeX, 0.05f, sizeZ * 2.236125f * 0.5f);
|
||||||
|
|
||||||
|
model.localPosition = new Vector3(0f, sizeZ * .25f, 0f);
|
||||||
|
|
||||||
|
lastSizeX = sizeX;
|
||||||
|
lastSizeZ = sizeZ;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void RebuildRamp(ProBuilderMesh mesh, Vector3 size)
|
||||||
|
{
|
||||||
|
var halfX = size.x * 0.5f;
|
||||||
|
var halfY = size.y * 0.5f;
|
||||||
|
var halfZ = size.z * 0.5f;
|
||||||
|
|
||||||
|
var bottomY = -halfY;
|
||||||
|
var topY = halfY;
|
||||||
|
|
||||||
|
var slopeLength = Mathf.Sqrt(size.z * size.z + size.y * size.y);
|
||||||
|
|
||||||
|
var positions = new List<Vector3>();
|
||||||
|
var faces = new List<Face>();
|
||||||
|
var uvs = new List<Vector2>();
|
||||||
|
|
||||||
|
var frontLeftBottom = new Vector3(-halfX, bottomY, -halfZ);
|
||||||
|
var frontRightBottom = new Vector3( halfX, bottomY, -halfZ);
|
||||||
|
|
||||||
|
var backLeftBottom = new Vector3(-halfX, bottomY, halfZ);
|
||||||
|
var backRightBottom = new Vector3( halfX, bottomY, halfZ);
|
||||||
|
|
||||||
|
var backLeftTop = new Vector3(-halfX, topY, halfZ);
|
||||||
|
var backRightTop = new Vector3( halfX, topY, halfZ);
|
||||||
|
|
||||||
|
|
||||||
|
// Bottom face - normal para baixo
|
||||||
|
AddQuad(
|
||||||
|
frontLeftBottom,
|
||||||
|
frontRightBottom,
|
||||||
|
backRightBottom,
|
||||||
|
backLeftBottom,
|
||||||
|
new Vector2(0f, 0f),
|
||||||
|
new Vector2(size.x, 0f),
|
||||||
|
new Vector2(size.x, size.z),
|
||||||
|
new Vector2(0f, size.z)
|
||||||
|
);
|
||||||
|
|
||||||
|
// Inclined ramp surface - normal para fora/cima
|
||||||
|
AddQuad(
|
||||||
|
frontLeftBottom,
|
||||||
|
backLeftTop,
|
||||||
|
backRightTop,
|
||||||
|
frontRightBottom,
|
||||||
|
new Vector2(0f, 0f),
|
||||||
|
new Vector2(0f, slopeLength),
|
||||||
|
new Vector2(size.x, slopeLength),
|
||||||
|
new Vector2(size.x, 0f)
|
||||||
|
);
|
||||||
|
|
||||||
|
// Back vertical face - normal para +Z
|
||||||
|
AddQuad(
|
||||||
|
backLeftBottom,
|
||||||
|
backRightBottom,
|
||||||
|
backRightTop,
|
||||||
|
backLeftTop,
|
||||||
|
new Vector2(0f, 0f),
|
||||||
|
new Vector2(size.x, 0f),
|
||||||
|
new Vector2(size.x, size.y),
|
||||||
|
new Vector2(0f, size.y)
|
||||||
|
);
|
||||||
|
|
||||||
|
// Left triangular face - normal para -X
|
||||||
|
AddTriangle(
|
||||||
|
frontLeftBottom,
|
||||||
|
backLeftBottom,
|
||||||
|
backLeftTop,
|
||||||
|
new Vector2(0f, 0f),
|
||||||
|
new Vector2(size.z, 0f),
|
||||||
|
new Vector2(size.z, size.y)
|
||||||
|
);
|
||||||
|
|
||||||
|
// Right triangular face - normal para +X
|
||||||
|
AddTriangle(
|
||||||
|
frontRightBottom,
|
||||||
|
backRightTop,
|
||||||
|
backRightBottom,
|
||||||
|
new Vector2(0f, 0f),
|
||||||
|
new Vector2(size.z, size.y),
|
||||||
|
new Vector2(size.z, 0f)
|
||||||
|
);
|
||||||
|
|
||||||
|
mesh.RebuildWithPositionsAndFaces(positions, faces);
|
||||||
|
mesh.ToMesh();
|
||||||
|
|
||||||
|
var unityMesh = mesh.GetComponent<MeshFilter>().sharedMesh;
|
||||||
|
unityMesh.uv = uvs.ToArray();
|
||||||
|
unityMesh.RecalculateNormals();
|
||||||
|
unityMesh.RecalculateBounds();
|
||||||
|
|
||||||
|
mesh.Refresh();
|
||||||
|
return;
|
||||||
|
|
||||||
|
void AddQuad(
|
||||||
|
Vector3 a, Vector3 b, Vector3 c, Vector3 d,
|
||||||
|
Vector2 uvA, Vector2 uvB, Vector2 uvC, Vector2 uvD
|
||||||
|
)
|
||||||
|
{
|
||||||
|
AddTriangle(a, b, c, uvA, uvB, uvC);
|
||||||
|
AddTriangle(a, c, d, uvA, uvC, uvD);
|
||||||
|
}
|
||||||
|
|
||||||
|
void AddTriangle(
|
||||||
|
Vector3 a, Vector3 b, Vector3 c,
|
||||||
|
Vector2 uvA, Vector2 uvB, Vector2 uvC
|
||||||
|
)
|
||||||
|
{
|
||||||
|
var start = positions.Count;
|
||||||
|
|
||||||
|
positions.Add(a);
|
||||||
|
positions.Add(b);
|
||||||
|
positions.Add(c);
|
||||||
|
|
||||||
|
uvs.Add(uvA);
|
||||||
|
uvs.Add(uvB);
|
||||||
|
uvs.Add(uvC);
|
||||||
|
|
||||||
|
faces.Add(new Face(new[] { start, start + 1, start + 2 }));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
sizeX = Mathf.Max(1, sizeX);
|
||||||
|
sizeZ = Mathf.Max(1, sizeZ);
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
EditorApplication.delayCall += () =>
|
||||||
|
{
|
||||||
|
if (this == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (PrefabUtility.IsPartOfPrefabAsset(gameObject))
|
||||||
|
return;
|
||||||
|
|
||||||
|
Resize();
|
||||||
|
};
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Resize();
|
||||||
|
proBuilderMesh?.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e6bb0400ab524185882e5d418521a758
|
||||||
|
timeCreated: 1780945467
|
||||||
@ -0,0 +1,71 @@
|
|||||||
|
using Intrepid.Utilities;
|
||||||
|
using Sirenix.OdinInspector;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.ProBuilder;
|
||||||
|
using UnityEngine.ProBuilder.Shapes;
|
||||||
|
|
||||||
|
namespace Intrepid.Gameplay.Prototyping
|
||||||
|
{
|
||||||
|
[ExecuteAlways]
|
||||||
|
public class GroundSlabModelPrototype : MonoBehaviour
|
||||||
|
{
|
||||||
|
[GroupConfigurations, SerializeField, Min(1)] private int sizeX = 1;
|
||||||
|
[GroupConfigurations, SerializeField, Min(1)] private int sizeZ = 1;
|
||||||
|
|
||||||
|
[GroupInjections, SerializeField] private Transform model;
|
||||||
|
[GroupInjections, SerializeField] private ProBuilderMesh proBuilderMesh;
|
||||||
|
[GroupInjections, SerializeField] private BoxCollider boxCollider;
|
||||||
|
|
||||||
|
private int lastSizeX = -1;
|
||||||
|
private int lastSizeZ = -1;
|
||||||
|
|
||||||
|
public BoxCollider BoxCollider => boxCollider;
|
||||||
|
|
||||||
|
[GroupDebug, Button(ButtonSizes.Medium)]
|
||||||
|
private void Resize()
|
||||||
|
{
|
||||||
|
if (lastSizeX == sizeX && lastSizeZ == sizeZ) return;
|
||||||
|
|
||||||
|
var newSize = new Vector3(sizeX, .5f, sizeZ);
|
||||||
|
|
||||||
|
new Cube().RebuildMesh(proBuilderMesh, newSize, Quaternion.identity);
|
||||||
|
|
||||||
|
proBuilderMesh.ToMesh();
|
||||||
|
proBuilderMesh.Refresh();
|
||||||
|
|
||||||
|
boxCollider.size = newSize;
|
||||||
|
boxCollider.center = Vector3.zero;
|
||||||
|
|
||||||
|
model.localPosition = new Vector3(0f, -.25f, 0f);
|
||||||
|
|
||||||
|
lastSizeX = sizeX;
|
||||||
|
lastSizeZ = sizeZ;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
sizeX = Mathf.Max(1, sizeX);
|
||||||
|
sizeZ = Mathf.Max(1, sizeZ);
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
EditorApplication.delayCall += () =>
|
||||||
|
{
|
||||||
|
if (this == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (PrefabUtility.IsPartOfPrefabAsset(gameObject))
|
||||||
|
return;
|
||||||
|
|
||||||
|
Resize();
|
||||||
|
};
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Resize();
|
||||||
|
proBuilderMesh?.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
x
Reference in New Issue
Block a user