Esempio n. 1
0
        public override void OnInspectorGUI()
        {
            // Get target
            sound = target as RayfireSound;
            if (sound == null)
            {
                return;
            }

            // Initialize
            if (Application.isPlaying == true)
            {
                GUILayout.Space(8);

                if (GUILayout.Button("Initialization Sound", GUILayout.Height(25)))
                {
                    foreach (var targ in targets)
                    {
                        if (targ as RayfireSound != null)
                        {
                            RFSound.InitializationSound(targ as RayfireSound, 0f);
                        }
                    }
                }
                if (GUILayout.Button("Activation Sound", GUILayout.Height(25)))
                {
                    foreach (var targ in targets)
                    {
                        if (targ as RayfireSound != null)
                        {
                            RFSound.ActivationSound(targ as RayfireSound, 0f);
                        }
                    }
                }
                if (GUILayout.Button("Demolition Sound", GUILayout.Height(25)))
                {
                    foreach (var targ in targets)
                    {
                        if (targ as RayfireSound != null)
                        {
                            RFSound.DemolitionSound(targ as RayfireSound, 0f);
                        }
                    }
                }

                // Info
                GUILayout.Label("Info", EditorStyles.boldLabel);

                // Get volume
                GUILayout.Label("  Volume: " + RFSound.GeVolume(sound, 0f));

                GUILayout.Space(5);
            }

            // Draw script UI
            DrawDefaultInspector();
        }
Esempio n. 2
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 // Copy from
 public void CopyFrom(RayfireSound source)
 {
     baseVolume     = source.baseVolume;
     sizeVolume     = source.sizeVolume;
     initialization = new RFSound(source.initialization);
     activation     = new RFSound(source.activation);
     demolition     = new RFSound(source.demolition);
     minimumSize    = source.minimumSize;
     cameraDistance = source.cameraDistance;
 }
Esempio n. 3
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        // Copy from
        public RFSound(RFSound source)
        {
            enable     = source.enable;
            multiplier = source.multiplier;
            clip       = source.clip;

            if (source.HasClips == true)
            {
                clips = new List <AudioClip>();
                for (int i = 0; i < source.clips.Count; i++)
                {
                    clips.Add(source.clips[i]);
                }
            }
        }
Esempio n. 4
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        // Initialize
        public void Initialize()
        {
            if (initialized == false)
            {
                AwakeMethods();
                StartMethods();

                // Init sound
                RFSound.InitializationSound(sound, limitations.bboxSize);
            }

            // TODO add reinit for already initialized objects in case of property change
            else
            {
            }
        }
Esempio n. 5
0
        // Demolish object
        public void Demolish()
        {
            // Profiler.BeginSample ("Demolition");
            // Debug.Log (limitations.demolitionShould);

            // Initialize if not
            if (initialized == false)
            {
                Initialize();
            }

            // Timestamp
            float t1 = Time.realtimeSinceStartup;

            // Restore position and rotation to prevent high collision offset
            transForm.position = physics.position;
            transForm.rotation = physics.rotation;

            // Demolish mesh or cluster to reference
            if (RFReferenceDemolition.DemolishReference(this) == false)
            {
                return;
            }

            // Demolish mesh and create fragments. Stop if runtime caching or no meshes/fragments were created
            if (RFDemolitionMesh.DemolishMesh(this) == false)
            {
                return;
            }

            /* EXPERIMENTAL
             * // TODO Clusterize
             * bool clusterize = true;
             * if (clusterize == true && objectType == ObjectType.Mesh && demolitionType == DemolitionType.Runtime)
             * {
             *
             *  foreach (var frag in fragments)
             *  {
             *      Destroy (frag.physics.rigidBody);
             *      Destroy (frag);
             *  }
             *
             *  RayfireRigid scr = this.rootChild.gameObject.AddComponent<RayfireRigid>();
             *  this.CopyPropertiesTo (scr);
             *  scr.demolitionType = DemolitionType.Runtime;
             *  scr.objectType     = ObjectType.ConnectedCluster;
             *
             *  scr.limitations.contactPoint   = this.limitations.contactPoint;
             *  scr.limitations.contactNormal  = this.limitations.contactNormal;
             *  scr.limitations.contactVector3 = this.limitations.contactVector3;
             *
             *  scr.physics.velocity = this.physics.velocity;
             *
             *  scr.clusterDemolition.cluster  = new RFCluster();
             *  scr.Initialize();
             *
             *  scr.physics.rigidBody.velocity   = this.physics.velocity;
             *  scr.limitations.demolitionShould = true;
             *  //scr.Demolish();
             *  RayfireMan.DestroyFragment (this, rootParent);
             *  return;
             * }
             */


            // Demolish cluster to children nodes
            if (RFDemolitionCluster.DemolishCluster(this) == true)
            {
                return;
            }

            // Check fragments and proceed TODO separate flow for connected cls demolition
            if (limitations.demolished == false)
            {
                limitations.demolitionShould = false;
                demolitionType = DemolitionType.None;
                return;
            }

            // Connectivity check
            activation.CheckConnectivity();

            // Fragments initialisation
            InitMeshFragments();

            // Sum total demolition time
            RayfireMan.inst.maxTimeThisFrame += Time.realtimeSinceStartup - t1;

            // Init particles
            RFParticles.InitDemolitionParticles(this);

            // Init sound
            RFSound.DemolitionSound(sound, limitations.bboxSize);

            // Event
            demolitionEvent.InvokeLocalEvent(this);
            RFDemolitionEvent.InvokeGlobalEvent(this);

            // Destroy demolished object
            RayfireMan.DestroyFragment(this, rootParent);

            // Timestamp
            // float t2 = Time.realtimeSinceStartup;
            // Debug.Log (t2 - t1);
            // Profiler.EndSample();
        }
Esempio n. 6
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        /// /////////////////////////////////////////////////////////
        /// Awake ops
        /// /////////////////////////////////////////////////////////

        // Init mesh root. Copy Rigid component for children with mesh
        bool SetRootMesh()
        {
            if (objectType == ObjectType.MeshRoot)
            {
                // Stop if already initiated
                if (limitations.demolished == true || physics.exclude == true)
                {
                    return(true);
                }

                // Get children
                List <Transform> children = new List <Transform>();
                for (int i = 0; i < transform.childCount; i++)
                {
                    children.Add(transform.GetChild(i));
                }

                // Add Rigid to child with mesh
                fragments = new List <RayfireRigid>();
                for (int i = 0; i < children.Count; i++)
                {
                    if (children[i].GetComponent <MeshFilter>() != null)
                    {
                        // Get rigid  // TODO check if fragment already has Rigid, Reinit in this case.
                        RayfireRigid childRigid = children[i].gameObject.GetComponent <RayfireRigid>();
                        if (childRigid == null)
                        {
                            childRigid = children[i].gameObject.AddComponent <RayfireRigid>();
                        }
                        fragments.Add(childRigid);

                        // Copy parent properties
                        CopyPropertiesTo(childRigid);

                        // Init
                        childRigid.Initialize();
                    }
                }

                // Copy components
                RayfireShatter.CopyRootMeshShatter(this, fragments);
                RFParticles.CopyRootMeshParticles(this, fragments);
                RFSound.CopyRootMeshSound(this, fragments);

                // TODO Setup as clusters root children with transform only

                // Check for Unyielding component
                RayfireUnyielding[] unyArray = transform.GetComponents <RayfireUnyielding>();
                for (int i = 0; i < unyArray.Length; i++)
                {
                    unyArray[i].SetUnyByOverlap(this);
                }

                // Turn off demolition and physics
                demolitionType  = DemolitionType.None;
                physics.exclude = true;
                return(true);
            }

            return(false);
        }
Esempio n. 7
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        // Demolish object
        public void Demolish()
        {
            // Profiler.BeginSample ("Demolition");
            // Debug.Log (limitations.demolitionShould);

            // Initialize if not
            if (initialized == false)
            {
                Initialize();
            }

            // Timestamp
            float t1 = Time.realtimeSinceStartup;

            // Restore position and rotation to prevent high collision offset
            transForm.position = physics.position;
            transForm.rotation = physics.rotation;

            // Demolish mesh or cluster to reference
            if (RFReferenceDemolition.DemolishReference(this) == false)
            {
                return;
            }

            // Demolish mesh and create fragments. Stop if runtime caching or no meshes/fragments were created
            if (RFDemolitionMesh.DemolishMesh(this) == false)
            {
                return;
            }

            // Demolish cluster to children nodes
            if (RFDemolitionCluster.DemolishCluster(this) == true)
            {
                return;
            }

            // Check fragments and proceed TODO separate flow for connected cls demolition
            if (limitations.demolished == false)
            {
                limitations.demolitionShould = false;
                demolitionType = DemolitionType.None;
                return;
            }

            // Connectivity check
            activation.CheckConnectivity();

            // Fragments initialisation
            InitMeshFragments();

            // Sum total demolition time
            RayfireMan.inst.maxTimeThisFrame += Time.realtimeSinceStartup - t1;

            // Init particles
            RFParticles.InitDemolitionParticles(this);

            // Init sound
            RFSound.DemolitionSound(sound, limitations.bboxSize);

            // Event
            demolitionEvent.InvokeLocalEvent(this);
            RFDemolitionEvent.InvokeGlobalEvent(this);

            // Destroy demolished object
            RayfireMan.DestroyFragment(this, rootParent);

            // Timestamp
            // float t2 = Time.realtimeSinceStartup;
            // Debug.Log (t2 - t1);
            // Profiler.EndSample();
        }
Esempio n. 8
0
        /// /////////////////////////////////////////////////////////
        /// Static
        /// /////////////////////////////////////////////////////////

        // Activate inactive object
        public static void Activate(RayfireRigid scr)
        {
            // Stop if excluded
            if (scr.physics.exclude == true)
            {
                return;
            }

            // Skip not activatable unyielding objects
            if (scr.activation.activatable == false && scr.activation.unyielding == true)
            {
                return;
            }

            // Initialize if not
            if (scr.initialized == false)
            {
                scr.Initialize();
            }

            // Turn convex if kinematik activation
            if (scr.simulationType == SimType.Kinematic)
            {
                MeshCollider meshCollider = scr.physics.meshCollider as MeshCollider;
                if (meshCollider != null)
                {
                    meshCollider.convex = true;
                }

                // Swap with animated object
                if (scr.physics.rec == true)
                {
                    // Set dynamic before copy
                    scr.simulationType = SimType.Dynamic;
                    scr.physics.rigidBody.isKinematic = false;
                    scr.physics.rigidBody.useGravity  = scr.physics.useGravity;

                    // Create copy
                    GameObject inst = UnityEngine.Object.Instantiate(scr.gameObject);
                    inst.transform.position = scr.transForm.position;
                    inst.transform.rotation = scr.transForm.rotation;

                    // Save velocity
                    Rigidbody rBody = inst.GetComponent <Rigidbody>();
                    if (rBody != null)
                    {
                        rBody.velocity        = scr.physics.rigidBody.velocity;
                        rBody.angularVelocity = scr.physics.rigidBody.angularVelocity;
                    }

                    // Activate and init rigid
                    scr.gameObject.SetActive(false);
                }
            }

            // Connectivity check
            scr.activation.CheckConnectivity();

            // Set state
            scr.activation.activated = true;

            // Set props
            scr.simulationType = SimType.Dynamic;
            scr.physics.rigidBody.isKinematic = false;
            scr.physics.rigidBody.useGravity  = scr.physics.useGravity;

            // Fade on activation
            if (scr.fading.onActivation == true)
            {
                // Size check
                if (scr.fading.sizeFilter > 0 && scr.fading.sizeFilter > scr.limitations.bboxSize)
                {
                    scr.Fade();
                }
                else
                {
                    scr.Fade();
                }
            }

            // Init particles on activation
            RFParticles.InitActivationParticles(scr);

            // Init sound
            RFSound.ActivationSound(scr.sound, scr.limitations.bboxSize);

            // Event
            scr.activationEvent.InvokeLocalEvent(scr);
            RFActivationEvent.InvokeGlobalEvent(scr);

            // Add initial rotation if still TODO put in ui
            if (scr.physics.rigidBody.angularVelocity == Vector3.zero)
            {
                float val = 1.0f;
                scr.physics.rigidBody.angularVelocity = new Vector3(
                    Random.Range(-val, val), Random.Range(-val, val), Random.Range(-val, val));
            }
        }