dug_deep/Assets/Monolith.cs

466 lines
No EOL
10 KiB
C#

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using NaughtyAttributes;
using Random = UnityEngine.Random;
using ExtensionMethods;
using UnityEngine.XR;
[ExecuteInEditMode]
public class Monolith : MonoBehaviour
{
// Then monolith the pieces (exist
// = data render and spawn(manual mono -> auto sim)
// input class fed to sim and render
// , then move, then impact)
public Worm leftWorm, rightWorm;
public Piece piece;
public Piece enemy;
public Voxel[] voxels = new Voxel[48];
public int vIndex = 0;
public Simulate simulate = new Simulate();
public Render render;
[Header("References")]
public Camera cam;
void OnEnable()
{
render.Enable(this);
}
void OnDisable()
{
render.Disable();
}
[Button]
public void LightPass()
{
Lighting.CreateTexture3D();
}
[Button]
public void Reset()
{
voxels = new Voxel[voxels.Length];
voxels[0] = new Voxel(Vector3Int.zero);
leftWorm.pos = rightWorm.pos = Vector3Int.zero;
leftWorm.dirIndex = rightWorm.dirIndex = 0;
}
[Button]
public void Step()
{
simulate.Step(this);
}
InputDevice headset;
void Start()
{
headset = InputDevices.GetDeviceAtXRNode(XRNode.Head);
testPos = piece.pos + Vector3.forward * 0.4f;
testVel = Vector3.down;
}
Vector3Int Voxelcast(Vector3Int from, Vector3Int step)
{
Vector3Int vPos = from;
int i = 0;
while (i < 15)
{
vPos += step;
if (!InVoxel(vPos))
{
vPos -= step;
break;
}
i++;
}
return vPos;
}
Vector3 testPos;
Vector3Int voxelPos(Vector3 pos)
{
return new Vector3Int(Mathf.RoundToInt(pos.x), Mathf.RoundToInt(pos.y), Mathf.RoundToInt(pos.z));
}
public Vector3 testVel;
float Bound(Vector3 pos, int axis, int dir)
{
Vector3Int step = Vector3Int.zero;
step[axis] = dir;
float bound = Mathf.Infinity * dir;
float closest = Mathf.Infinity;
for (int i = 0; i < allDirs.Length; i++)
{
Vector3 d = (Vector3)allDirs[i] * 0.2f;
d[axis] = 0;
Vector3 vPos = Voxelcast(voxelPos(pos + d), step);
float dist = Mathf.Abs(vPos[axis] - pos[axis]);
if (dist < closest)
{
bound = vPos[axis];
closest = dist;
}
}
// when hit ?
return bound + (0.2f * dir);
}
bool InVoxel(Vector3Int pos)
{
for (int i = 0; i < voxels.Length; i++)
{
if (voxels[i].pos == pos)
{
return true;
}
}
return false;
}
bool jumpBtn = false;
Vector3 onTouchPos, oldTouchPos;
Vector2 camAngle = new Vector2(30, 45);
Vector2 camAngleVel, oldCamAngleVel;
float delay;
[ReadOnly]
public bool movePiece;
void Update()
{
Vector3 mousePos = Input.mousePosition;
Transform camForm = cam.transform;
// orbitcam
Quaternion headsetRot = Quaternion.identity;
headset.TryGetFeatureValue(CommonUsages.deviceRotation, out headsetRot);
if (headsetRot != null)
{
camForm.rotation = headsetRot;
}
camForm.position = camForm.rotation * Vector3.back * 10;
InputDevice mainCon = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
Vector2 wasd = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
Vector2 joystick = Vector2.zero;
mainCon.TryGetFeatureValue(CommonUsages.primary2DAxis, out joystick);
Vector2 input = wasd + joystick;
testVel.x += input.x * 6 * Time.deltaTime;
testVel.z += input.y * 6 * Time.deltaTime;
if (input.sqrMagnitude == 0)
{
testVel.x *= 1 - (60 * Time.deltaTime);
testVel.z *= 1 - (60 * Time.deltaTime);
}
mainCon.TryGetFeatureValue(CommonUsages.primaryButton, out jumpBtn);
if (Input.GetKeyDown(KeyCode.Space) || (jumpBtn && Mathf.Abs(testVel.y) < 0.1f))
{
testVel.y = 8;
}
// holding
float gravStr = 1;
if ((!Input.GetKey(KeyCode.Space) && !jumpBtn) || testVel.y < 0)
{
gravStr = 3;
}
testVel.y += -9.81f * gravStr * Time.deltaTime;
testVel = Vector3.ClampMagnitude(testVel, 60);
// Graphics.DrawMesh(render.meshPieceDebug,
// voxelPos(testPos), Quaternion.identity,
// render.matPieceDebug, 0
// );
// bounds/clamp
Vector3 toPos = testPos + testVel * Time.deltaTime;
int w = 0;
while (w < 3)
{
Vector3 clampPos = new Vector3(
Mathf.Clamp(toPos.x, Bound(testPos, 0, -1), Bound(testPos, 0, 1)),
Mathf.Clamp(toPos.y, Bound(testPos, 1, -1), Bound(testPos, 1, 1)),
Mathf.Clamp(toPos.z, Bound(testPos, 2, -1), Bound(testPos, 2, 1))
);
// find smallest clamp
// make only that clamp and clamp check again
// smallest?
// how'bout largest?
float largest = 0;
int largeIndex = -1;
for (int i = 0; i < 3; i++)
{
float dist = Mathf.Abs(toPos[i] - clampPos[i]);
if (dist > largest)
{
largeIndex = i;
largest = dist;
}
}
if (largeIndex > -1)
{
toPos[largeIndex] = clampPos[largeIndex];
testVel[largeIndex] *= -0.25f; // Bounce
// UnityEditor.EditorApplication.isPaused = true;
}
else
{
break;
}
w++;
}
testPos = toPos;
Graphics.DrawMesh(render.meshPieceDebug,
testPos, Quaternion.identity,
render.matPieceDebug, 0
);
// for (int i = 0; i < allDirs.Length; i++)
// {
// Graphics.DrawMesh(render.meshPieceDebug,
// testPos + allDirs[i], Quaternion.identity,
// render.matPieceDebug, 0
// );
// }
return;
// touchPos
// touchDown
// touching
// touchUp
if (Input.GetMouseButtonDown(0))
{
onTouchPos = mousePos;
Vector3 screenCenter = new Vector3(Screen.width / 2, Screen.height / 2, onTouchPos.z);
movePiece = Vector3.Distance(onTouchPos, screenCenter) < 32;
}
if (movePiece)
{
if (Input.GetMouseButtonUp(0) && Vector2.Distance(mousePos, cam.WorldToScreenPoint(piece.pos)) > 32)
{
Vector2 inputAngle = mousePos - cam.WorldToScreenPoint(piece.pos);
float closestAngle = 180;
int dirIndex = 0;
for (int i = 0; i < dirs.Length; i++)
{
float angle = Vector2.Angle(
inputAngle,
cam.WorldToScreenPoint(piece.pos + dirs[i]) - cam.WorldToScreenPoint(piece.pos)
);
// pick out of closest available
if (angle < closestAngle && !Outside(piece.pos + dirs[i]))
{
dirIndex = i;
closestAngle = angle;
}
}
if (closestAngle < 60)
{
while (!Outside(piece.pos))
{
piece.pos += dirs[dirIndex];
}
piece.pos -= dirs[dirIndex];
if (piece.pos == enemy.pos)
{
enemy.pos = voxels[Random.Range(0, voxels.Length)].pos;
}
}
movePiece = false;
}
camAngleVel = Vector2.zero;
}
else
{
if (Input.GetMouseButton(0))
{
Vector3 offset = (mousePos - oldTouchPos) / 3f;
camAngleVel = new Vector2(-offset.y, offset.x) / Time.deltaTime;
if (camAngleVel.sqrMagnitude > 0 || delay < Time.time)
{
oldCamAngleVel = camAngleVel;
delay = Time.time + 0.1f;
}
}
else
{
camAngleVel *= 1 - (6 * Time.deltaTime);
}
if (Input.GetMouseButtonUp(0))
{
camAngleVel = oldCamAngleVel;
}
}
camAngle += camAngleVel * Time.deltaTime;
camAngle.x = Mathf.Clamp(camAngle.x, -60f, 60f);
camForm.rotation = Quaternion.Euler(Vector3.up * camAngle.y) * Quaternion.Euler(Vector3.right * camAngle.x);
oldTouchPos = mousePos;
// vr chess? infinite dungeon crawler ZENCORE
// just 3d the movement patterns
// twist cursor game
// input is none
// simulate is monolithed entirely
// part of simulate is to generate the level
// pathing needs a refactor
// we learned quite a bit
// what paths are interesting in 3D?
// build for that, don't just translate chess movement patterns
// chess takeaways
// long shots from well placed pieces
// hook shots from knights
// consider gravities constraints
// fall | cling walls | cling ceiling
// jump | climb fly |
// what do I want to do?
camPivot = render.lerpPos;
camForm.position = camPivot + Quaternion.LookRotation(camForm.rotation * Vector3.forward) * Vector3.back * 24;
}
Vector3 camPivot;
[HideInInspector]
public Vector3Int[] dirs = new Vector3Int[] {
new Vector3Int(-1, 0, 0), new Vector3Int(0, -1, 0), new Vector3Int(0, 0, -1),
new Vector3Int(1, 0, 0), new Vector3Int(0, 1, 0), new Vector3Int(0, 0, 1)
};
[HideInInspector]
public Vector3Int[] allDirs = new Vector3Int[] {
new Vector3Int(-1, 0, 0),
new Vector3Int(0, -1, 0),
new Vector3Int(0, 0, -1),
new Vector3Int(-1, -1, 0),
new Vector3Int(0, -1, -1),
new Vector3Int(-1, 0, -1),
new Vector3Int(1, 0, 0),
new Vector3Int(0, 1, 0),
new Vector3Int(0, 0, 1),
new Vector3Int(1, 1, 0),
new Vector3Int(0, 1, 1),
new Vector3Int(1, 0, 1),
new Vector3Int(-1, 1, 0),
new Vector3Int(0, -1, 1),
new Vector3Int(1, 0, -1),
new Vector3Int(1, -1, 0),
new Vector3Int(0, 1, -1),
new Vector3Int(-1, 0, 1)
};
public bool Outside(Vector3Int pos)
{
for (int v = 0; v < voxels.Length; v++)
{
if (pos == voxels[v].pos) { return false; }
}
return true;
}
}
[Serializable]
public class Voxel
{
public Vector3Int pos;
public Voxel(Vector3Int pos)
{
this.pos = pos;
}
}
[Serializable]
public class Worm
{
public Vector3Int pos;
public int dirIndex;
public Worm(Vector3Int pos)
{
this.pos = pos;
this.dirIndex = 0;
}
}
[Serializable]
public class Piece
{
public Vector3Int pos;
public int[] pattern;
// a pattern is the change in dirIndex at x Step
// cant be a dir change at zero
public Piece(Vector3Int pos)
{
this.pos = pos;
}
}
namespace ExtensionMethods
{
public static class MyExtensions
{
public static int Rollover(this int index, int by, int length)
{
int rollover = index + by;
int delta = rollover - length;
if (delta >= 0)
{
rollover = delta;
}
return rollover;
}
}
}