new-horizons/NewHorizons/Components/SizeControllers/StarEvolutionController.cs
JohnCorby 656ff16305 Revert "Reformat"
This reverts commit 7c0ba5597720f963432d8379a236e74f3508d077.
2022-05-22 18:41:34 -07:00

222 lines
8.4 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;
namespace NewHorizons.Components.SizeControllers
{
public class StarEvolutionController : SizeController
{
public GameObject atmosphere;
public SupernovaEffectController supernova;
public bool willExplode;
public MColor startColour { get; set; }
public MColor endColour { get; set; }
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 StarEvolutionController _proxy;
private float maxScale;
void Awake()
{
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);
// Copy over the material that was set in star builder
_collapseStartSurfaceMaterial.SetTexture("_ColorRamp", supernova._surface.sharedMaterial.GetTexture("_ColorRamp"));
_collapseEndSurfaceMaterial.SetTexture("_ColorRamp", supernova._surface.sharedMaterial.GetTexture("_ColorRamp"));
_startSurfaceMaterial.SetTexture("_ColorRamp", supernova._surface.sharedMaterial.GetTexture("_ColorRamp"));
_endSurfaceMaterial.SetTexture("_ColorRamp", supernova._surface.sharedMaterial.GetTexture("_ColorRamp"));
if (startColour == null)
{
_startColour = _startSurfaceMaterial.color;
}
else
{
_startColour = startColour;
_startSurfaceMaterial.color = _startColour;
}
if (endColour == null)
{
_endColour = _startColour;
_endSurfaceMaterial.color = _startColour;
}
else
{
_endColour = endColour;
_endSurfaceMaterial.color = _endColour;
}
_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", Die);
if (scaleCurve != null)
{
maxScale = scaleCurve.keys.Select(x => x.value).Max() * size;
}
_flareEmitter = GetComponentInChildren<SolarFlareEmitter>();
}
public void OnDestroy()
{
if (willExplode) GlobalMessenger.RemoveListener("TriggerSupernova", Die);
}
public void SetProxy(StarEvolutionController proxy)
{
_proxy = proxy;
_proxy.supernova.SetIsProxy(true);
}
public void Die()
{
_isCollapsing = true;
_collapseStartSize = CurrentScale;
_collapseTimer = 0f;
if (_proxy != null) _proxy.Die();
}
protected new void FixedUpdate()
{
_age += Time.deltaTime;
var ageValue = _age / (lifespan * 60f);
// 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)
{
// 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);
}
return;
}
Color currentColour;
if (!_isCollapsing)
{
base.FixedUpdate();
// 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 = ageValue;
if (maxScale > 0) t = CurrentScale / maxScale;
currentColour = Color.Lerp(_startColour, _endColour, t);
supernova._surface._materials[0].Lerp(_startSurfaceMaterial, _endSurfaceMaterial, t);
}
else
{
currentColour = _startColour;
}
if (_flareEmitter != null) _flareEmitter._tint = currentColour;
}
else
{
// 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)
{
supernova.enabled = true;
_isSupernova = true;
_supernovaStartTime = Time.time;
atmosphere.SetActive(false);
_destructionVolume._deathType = DeathType.Supernova;
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("_AtmosFar", currentColour);
lod.material.SetColor("_AtmosNear", currentColour);
lod.material.SetColor("_SkyColor", currentColour);
}
}
}
}
}