Example #1
0
        public Filter(
            int id,
            GameObject go,
            FogRevealerComponent frc
            )
        {
            this.id = id;

            gameObject           = go;
            fogRevealerComponent = frc;
        }
Example #2
0
    public override void Tick(float deltaTime)
    {
        for (int i = 0; i < filters.Length; i++)
        {
            // cache variables
            Filter filter = filters[i];

            FogRevealerComponent fogRevComp = filter.fogRevealerComponent;

            // ----- logic -----

            if (fogRevComp.lightComponent.IsLightEnabled())
            {
                float fuelPercentage = fogRevComp.lightComponent.currentFuel / fogRevComp.lightComponent.maxFuel;
                fogRevComp.currentMeshRevealScale = Mathf.Lerp(
                    fogRevComp.minRevealScale,
                    fogRevComp.maxRevealScale,
                    fuelPercentage);

                if (fogRevComp.lightComponent.currentFuel < 30f)
                {
                    fogRevComp.meshRenderer.enabled = !fogRevComp.meshRenderer.enabled;
                }

                fogRevComp.fogRevealerObject.transform.localScale = new Vector3(
                    fogRevComp.currentMeshRevealScale,
                    fogRevComp.currentMeshRevealScale,
                    fogRevComp.currentMeshRevealScale);
            }
            else
            {
                fogRevComp.meshRenderer.enabled = true;
                fogRevComp.fogRevealerObject.transform.localScale = new Vector3(
                    fogRevComp.minRevealScale - .5f,
                    fogRevComp.minRevealScale - .5f,
                    fogRevComp.minRevealScale - .5f);
            }
            //UpdateMesh(fogRevComp, fogRevComp.indexInMatrixList, fogRevComp.transform.position, fogRevComp.revealMeshScale);
        }

        /*MaterialPropertyBlock mpb = new MaterialPropertyBlock();
         * Graphics.DrawMeshInstanced(
         *  mesh,
         *  0,
         *  material,
         *  matrices,
         *  currentDecalAmount,
         *  mpb,
         *  UnityEngine.Rendering.ShadowCastingMode.Off,
         *  false,
         *  15
         *  );*/
    }
Example #3
0
    public override void Initialize(Transform[] objects)
    {
        // list because I don't know size here
        List <Filter> tmpFilters = new List <Filter>();
        int           index      = 0;

        for (int i = 0; i < objects.Length; i++)
        {
            // check performance
            FogRevealerComponent frc = objects[i].GetComponent <FogRevealerComponent>();

            if (frc)
            {
                tmpFilters.Add(new Filter(index, objects[i].gameObject, frc));
                frc.indexInMatrixList      = currentDecalAmount;
                frc.fogRevealerObject      = new GameObject();
                frc.fogRevealerObject.name = "FogRevealerObject";
                frc.fogRevealerObject.transform.position = frc.transform.position;
                frc.fogRevealerObject.transform.parent   = frc.transform;
                frc.fogRevealerObject.layer = 15;

                frc.meshRenderer          = frc.fogRevealerObject.AddComponent <MeshRenderer>();
                frc.meshRenderer.material = frc.material;

                frc.meshFilter      = frc.fogRevealerObject.AddComponent <MeshFilter>();
                frc.meshFilter.mesh = frc.revealerMesh;

                frc.currentMeshRevealScale = frc.maxRevealScale;
                frc.fogRevealerObject.transform.localScale = new Vector3(frc.currentMeshRevealScale, frc.currentMeshRevealScale, frc.currentMeshRevealScale);


                //InstantiateMesh(frc, currentDecalAmount, frc.transform.position, frc.revealMeshScale);
            }
        }

        filters = tmpFilters.ToArray();
    }