new-horizons/NewHorizons/Components/SizeControllers/StarEvolutionController.cs
2022-07-16 14:55:25 -07:00

281 lines
9.9 KiB
C#

using NewHorizons.Builder.Body;
using NewHorizons.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Events;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Components.SizeControllers
{
public class StarEvolutionController : SizeController
{
public GameObject atmosphere;
public SupernovaEffectController supernova;
public bool WillExplode { get; set; }
public MColor StartColour { get; set; }
public MColor EndColour { get; set; }
public Texture normalRamp;
public Texture collapseRamp;
private Color _startColour;
private Color _endColour;
private PlanetaryFogController _fog;
private MeshRenderer[] _atmosphereRenderers;
private HeatHazardVolume _heatVolume;
private DestructionVolume _destructionVolume;
private SolarFlareEmitter _flareEmitter;
private bool _isCollapsing;
private float _collapseStartSize;
private float _collapseTimer;
public float collapseTime = 5f; // seconds
public float lifespan = 22f; // minutes
private float _age;
private bool _isSupernova;
private float _supernovaStartTime;
private Material _collapseStartSurfaceMaterial;
private Material _collapseEndSurfaceMaterial;
private Material _startSurfaceMaterial;
private Material _endSurfaceMaterial;
private Texture _normalRamp;
private Texture _collapseRamp;
private StarEvolutionController _proxy;
public UnityEvent SupernovaStart = new UnityEvent();
private float maxScale;
private float minScale;
private static readonly int ColorRamp = Shader.PropertyToID("_ColorRamp");
private Color _currentColour;
void Start()
{
var sun = GameObject.FindObjectOfType<SunController>();
_collapseStartSurfaceMaterial = new Material(sun._collapseStartSurfaceMaterial);
_collapseEndSurfaceMaterial = new Material(sun._collapseEndSurfaceMaterial);
_startSurfaceMaterial = new Material(sun._startSurfaceMaterial);
_endSurfaceMaterial = new Material(sun._endSurfaceMaterial);
if (normalRamp == null)
{
_normalRamp = sun._startSurfaceMaterial.GetTexture(ColorRamp);
} else
{
_normalRamp = normalRamp;
}
if (collapseRamp == null)
{
_collapseRamp = sun._collapseStartSurfaceMaterial.GetTexture(ColorRamp);
} else
{
_collapseRamp = collapseRamp;
}
// Copy over the material that was set in star builder
_collapseStartSurfaceMaterial.SetTexture(ColorRamp, _collapseRamp);
_collapseEndSurfaceMaterial.SetTexture(ColorRamp, _collapseRamp);
_startSurfaceMaterial.SetTexture(ColorRamp, _normalRamp);
_endSurfaceMaterial.SetTexture(ColorRamp, _normalRamp);
if (StartColour == null)
{
_startColour = _startSurfaceMaterial.color;
}
else
{
_startColour = StartColour.ToColor();
_startSurfaceMaterial.color = _startColour;
}
if (EndColour == null)
{
_endColour = _startColour;
_endSurfaceMaterial.color = _startColour;
}
else
{
_endColour = EndColour.ToColor();
_endSurfaceMaterial.color = _startColour * 4.5948f;
}
_heatVolume = GetComponentInChildren<HeatHazardVolume>();
_destructionVolume = GetComponentInChildren<DestructionVolume>();
if (atmosphere != null)
{
_fog = atmosphere?.GetComponentInChildren<PlanetaryFogController>();
_atmosphereRenderers = atmosphere?.transform?.Find("AtmoSphere")?.GetComponentsInChildren<MeshRenderer>();
}
if (WillExplode) GlobalMessenger.AddListener("TriggerSupernova", StartCollapse);
if (scaleCurve != null)
{
maxScale = scaleCurve.keys.Select(x => x.value).Max() * size;
minScale = scaleCurve.keys.Select(x => x.value).Min() * size;
}
else
{
maxScale = 0;
minScale = 0;
scaleCurve = new AnimationCurve();
scaleCurve.AddKey(0, 1);
}
_flareEmitter = GetComponentInChildren<SolarFlareEmitter>();
}
public void OnDestroy()
{
if (WillExplode) GlobalMessenger.RemoveListener("TriggerSupernova", StartCollapse);
}
public void SetProxy(StarEvolutionController proxy)
{
_proxy = proxy;
_proxy.supernova.SetIsProxy(true);
}
private void UpdateMainSequence()
{
// Only do colour transition stuff if they set an end colour
if (EndColour != null)
{
// Use the age if theres no resizing happening, else make it get redder the larger it is or wtv
var t = _age / (lifespan * 60f);
if (maxScale != minScale) t = Mathf.InverseLerp(minScale, maxScale, CurrentScale);
if (t < 1f)
{
_currentColour = Color.Lerp(_startColour, _endColour, t);
supernova._surface._materials[0].Lerp(_startSurfaceMaterial, _endSurfaceMaterial, t);
}
else
{
_currentColour = _endColour;
}
}
else
{
_currentColour = _startColour;
}
if (_flareEmitter != null) _flareEmitter._tint = _currentColour;
}
private void UpdateCollapse()
{
// When its collapsing we directly take over the scale
var t = _collapseTimer / collapseTime;
CurrentScale = Mathf.Lerp(_collapseStartSize, 0, t);
transform.localScale = Vector3.one * CurrentScale;
_collapseTimer += Time.deltaTime;
_currentColour = Color.Lerp(_endColour, Color.white, t);
supernova._surface._materials[0].Lerp(_collapseStartSurfaceMaterial, _collapseEndSurfaceMaterial, t);
// After the collapse is done we go supernova
if (_collapseTimer > collapseTime) StartSupernova();
}
private void UpdateSupernova()
{
// Reset the scale back to normal bc now its just the supernova scaling itself + destruction and heat volumes
transform.localScale = Vector3.one;
// Make the destruction volume scale slightly smaller so you really have to be in the supernova to die
if (_destructionVolume != null) _destructionVolume.transform.localScale = Vector3.one * supernova.GetSupernovaRadius() * 0.9f;
if (_heatVolume != null) _heatVolume.transform.localScale = Vector3.one * supernova.GetSupernovaRadius();
if (Time.time > _supernovaStartTime + 45f)
{
// Just turn off the star entirely
base.gameObject.SetActive(false);
}
}
public void StartCollapse()
{
Logger.LogVerbose($"{gameObject.transform.root.name} started collapse");
_isCollapsing = true;
_collapseStartSize = CurrentScale;
_collapseTimer = 0f;
supernova._surface._materials[0].CopyPropertiesFromMaterial(_collapseStartSurfaceMaterial);
if (_proxy != null) _proxy.StartCollapse();
}
private void StartSupernova()
{
Logger.LogVerbose($"{gameObject.transform.root.name} started supernova");
SupernovaStart.Invoke();
supernova.enabled = true;
_isSupernova = true;
_supernovaStartTime = Time.time;
if (atmosphere != null) atmosphere.SetActive(false);
if (_destructionVolume != null) _destructionVolume._deathType = DeathType.Supernova;
}
protected new void FixedUpdate()
{
_age += Time.deltaTime;
// If we've gone supernova and its been 45 seconds that means it has faded out and is gone
// The 45 is from the animation curve used for the supernova alpha
if (_isSupernova)
{
UpdateSupernova();
return;
}
if (!_isCollapsing)
{
base.FixedUpdate();
UpdateMainSequence();
}
else
{
UpdateCollapse();
if (_isSupernova) return;
}
// This is just all the scales stuff for the atmosphere effects
if (_fog != null)
{
_fog.fogRadius = CurrentScale * StarBuilder.OuterRadiusRatio;
_fog.lodFadeDistance = CurrentScale * StarBuilder.OuterRadiusRatio / 3f;
// The colour thing goes over one
var max = Math.Max(_currentColour.g, Math.Max(_currentColour.b, _currentColour.r));
var fogColour = _currentColour / max / 1.5f;
fogColour.a = 1f;
_fog.fogTint = fogColour;
_fog._fogTint = fogColour;
}
if (_atmosphereRenderers != null && _atmosphereRenderers.Count() > 0)
{
foreach (var lod in _atmosphereRenderers)
{
lod.material.SetFloat("_InnerRadius", CurrentScale);
lod.material.SetFloat("_OuterRadius", CurrentScale * StarBuilder.OuterRadiusRatio);
lod.material.SetColor("_SkyColor", _currentColour);
}
}
}
}
}