2021-12-26 01:48:02 -05:00

85 lines
2.8 KiB
C#

using NewHorizons.External;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Random = UnityEngine.Random;
namespace NewHorizons.Builder.Props
{
public static class PropBuilder
{
public static void Make(GameObject body, string propToClone, Vector3 position, Sector sector)
{
var prefab = GameObject.Find(propToClone);
Make(body, prefab, position, sector);
}
public static void Make(GameObject body, GameObject prefab, Vector3 position, Sector sector)
{
if (prefab == null) return;
GameObject prop = GameObject.Instantiate(prefab, sector.transform);
prop.transform.localPosition = position;
prop.transform.rotation = Quaternion.FromToRotation(prop.transform.TransformDirection(Vector3.up), position.normalized);
List<string> assetBundles = new List<string>();
foreach (var streamingHandle in prop.GetComponentsInChildren<StreamingMeshHandle>())
{
var assetBundle = streamingHandle.assetBundle;
if (!assetBundles.Contains(assetBundle))
{
assetBundles.Add(assetBundle);
}
}
foreach (var assetBundle in assetBundles)
{
StreamingManager.LoadStreamingAssets(assetBundle);
}
}
public static void Scatter(GameObject body, PropModule.ScatterInfo[] scatterInfo, float radius, Sector sector)
{
var area = 4f * Mathf.PI * radius * radius;
var points = FibonacciSphere((int)area);
foreach (var scatterer in scatterInfo)
{
var prefab = GameObject.Find(scatterer.path);
for(int i = 0; i < scatterer.count; i++)
{
var randomInd = (int)Random.Range(0, points.Count);
var point = points[randomInd];
Make(body, prefab, point * radius, sector);
points.RemoveAt(randomInd);
if (points.Count == 0) return;
}
}
}
private static List<Vector3> FibonacciSphere(int samples)
{
List<Vector3> points = new List<Vector3>();
var phi = Mathf.PI * (3f - Mathf.Sqrt(5f));
for(int i = 0; i < samples; i++)
{
var y = 1 - (i / (float)(samples - 1)) * 2f;
var radius = Mathf.Sqrt(1 - y * y);
var theta = phi * i;
var x = Mathf.Cos(theta) * radius;
var z = Mathf.Sin(theta) * radius;
points.Add(new Vector3(x, y, z));
}
return points;
}
}
}