コード例 #1
0
ファイル: Shadow2DLight.cs プロジェクト: mfagerlund/Shadow2D
        private void AddOutline(VisiblitySet visiblitySet)
        {
            float top   = size / 2f;
            float btm   = -size / 2f;
            float left  = -size / 2f;
            float right = size / 2f;

            Vector3 topLeft  = transform.TransformPoint(new Vector3(left, top, 0f));
            Vector3 topRight = transform.TransformPoint(new Vector3(right, top, 0f));
            Vector3 btmLeft  = transform.TransformPoint(new Vector3(left, btm, 0f));
            Vector3 btmRight = transform.TransformPoint(new Vector3(right, btm, 0f));

            visiblitySet.Segments.Add(new Segment(topRight, topLeft)
            {
                IsOutline = true
            });
            visiblitySet.Segments.Add(new Segment(btmRight, topRight)
            {
                IsOutline = true
            });
            visiblitySet.Segments.Add(new Segment(btmLeft, btmRight)
            {
                IsOutline = true
            });
            visiblitySet.Segments.Add(new Segment(topLeft, btmLeft)
            {
                IsOutline = true
            });
        }
コード例 #2
0
ファイル: Shadow2DLight.cs プロジェクト: mfagerlund/LD33
        public void RebuildShadow()
        {
            _visiblitySet = _visiblitySet ?? new VisiblitySet();
            _visiblitySet.Clear(this);
            _meshFilter = _meshFilter ?? GetComponent <MeshFilter>();

            AddSegments(_visiblitySet);
            _visiblitySet.PrepareSegments();
            _visiblitySet.UpdateAngles();
            _visiblitySet.Sweep();
            _bounds = new Bounds(transform.position, new Vector3(size, size, size));

            CreateShadowPolygonPoints();

            Mesh mesh = _visiblitySet.CreateOrUpdateMesh();

            if (_meshFilter != null)
            {
                _meshFilter.sharedMesh = mesh;
            }

            if (_drawGizmos)
            {
                Gizmos.color = Color.blue;
                Gizmos.DrawWireMesh(mesh, transform.position, transform.rotation);
            }
        }
コード例 #3
0
ファイル: Shadow2DLight.cs プロジェクト: mfagerlund/LD33
        public void LateUpdate()
        {
            _meshRenderer = _meshRenderer ?? GetComponent <MeshRenderer>();


            if (_meshRenderer != null && onlyUpdateWhenVisible && !_meshRenderer.isVisible)
            {
                return;
            }

            _visiblitySet = _visiblitySet ?? new VisiblitySet();

            // Can't rotate the lights at the moment
            transform.rotation = Quaternion.identity;

            Vector2 newPosition   = transform.position;
            Vector2 oldScreenSize = _screenSize;

            _screenSize = new Vector2(Screen.width, Screen.height);

            bool rebuild = updateOnEachUpdate;

            rebuild = rebuild || _screenSize != oldScreenSize || !Mathf.Approximately(size, _oldSize);
            rebuild = rebuild || !Mathf.Approximately(Camera.main.orthographicSize, _oldOrthographicSize);
            rebuild = rebuild || !Mathf.Approximately(Camera.main.fieldOfView, _oldFieldOfView);
            rebuild = rebuild || updateOnChangedLocation && !ShadowMathUtils.Approximately(_oldPosition, newPosition);
            rebuild = rebuild || updateWhenCollidersChange && GetHaveCollidersChanged();

            _oldSize = size;

            if (rebuild)
            {
                RebuildShadow();
                _oldOrthographicSize = Camera.main.orthographicSize;
                _oldFieldOfView      = Camera.main.fieldOfView;
            }
            else
            {
                if (updateUvs &&
                    !ShadowMathUtils.Approximately(Camera.main.transform.position, _oldCameraPosition))
                {
                    _visiblitySet.UpdateUvs();
                    _oldCameraPosition = Camera.main.transform.position;
                }
            }

            _oldPosition = newPosition;
        }
コード例 #4
0
ファイル: Shadow2DLight.cs プロジェクト: mfagerlund/Shadow2D
        private void AddSegments(VisiblitySet visiblitySet)
        {
            if (usePhysicsForShadowCasters)
            {
                _collider2DTracker.UpdateColliders(_visiblitySet.TopLeft, _visiblitySet.BottomRight, layerMask);
            }

            if (segmentGenerator == null)
            {
                Debug.LogError("No segment generator found!");
                return;
            }
            foreach (Collider2D collider in _collider2DTracker.colliders)
            {
                segmentGenerator.AddColliderSegments(this, visiblitySet.Segments, collider);
            }

            AddOutline(visiblitySet);
        }
コード例 #5
0
ファイル: Shadow2DLight.cs プロジェクト: mfagerlund/Shadow2D
        public void LateUpdate()
        {
            _visiblitySet = _visiblitySet ?? new VisiblitySet();

            // Can't rotate the lights at the moment
            transform.rotation = Quaternion.identity;

            Vector2 newPosition = transform.position;
            Vector2 oldScreenSize = _screenSize;
            _screenSize = new Vector2(Screen.width, Screen.height);

            bool rebuild = updateOnEachUpdate;
            rebuild = rebuild || _screenSize != oldScreenSize || !Mathf.Approximately(size, _oldSize);
            rebuild = rebuild || !Mathf.Approximately(Camera.main.orthographicSize, _oldOrthographicSize);
            rebuild = rebuild || updateOnChangedLocation && !ShadowMathUtils.Approximately(_oldPosition, newPosition);
            rebuild = rebuild || updateWhenCollidersChange && GetHaveCollidersChanged();

            _oldSize = size;

            if (rebuild)
            {
                RebuildShadow();
                _oldOrthographicSize = Camera.main.orthographicSize;
            }
            else
            {
                if (updateUvs
                    && !ShadowMathUtils.Approximately(Camera.main.transform.position, _oldCameraPosition))
                {
                    _visiblitySet.UpdateUvs();
                    _oldCameraPosition = Camera.main.transform.position;
                }
            }

            _oldPosition = newPosition;
        }
コード例 #6
0
ファイル: Shadow2DLight.cs プロジェクト: mfagerlund/Shadow2D
        private void AddSegments(VisiblitySet visiblitySet)
        {
            if (usePhysicsForShadowCasters)
            {
                _collider2DTracker.UpdateColliders(_visiblitySet.TopLeft, _visiblitySet.BottomRight, layerMask);
            }

            if (segmentGenerator == null)
            {
                Debug.LogError("No segment generator found!");
                return;
            }
            foreach (Collider2D collider in _collider2DTracker.colliders)
            {
                segmentGenerator.AddColliderSegments(this, visiblitySet.Segments, collider);
            }

            AddOutline(visiblitySet);
        }
コード例 #7
0
ファイル: Shadow2DLight.cs プロジェクト: mfagerlund/Shadow2D
        private void AddOutline(VisiblitySet visiblitySet)
        {
            float top = size / 2f;
            float btm = -size / 2f;
            float left = -size / 2f;
            float right = size / 2f;

            Vector3 topLeft = transform.TransformPoint(new Vector3(left, top, 0f));
            Vector3 topRight = transform.TransformPoint(new Vector3(right, top, 0f));
            Vector3 btmLeft = transform.TransformPoint(new Vector3(left, btm, 0f));
            Vector3 btmRight = transform.TransformPoint(new Vector3(right, btm, 0f));

            visiblitySet.Segments.Add(new Segment(topRight, topLeft) { IsOutline = true });
            visiblitySet.Segments.Add(new Segment(btmRight, topRight) { IsOutline = true });
            visiblitySet.Segments.Add(new Segment(btmLeft, btmRight) { IsOutline = true });
            visiblitySet.Segments.Add(new Segment(topLeft, btmLeft) { IsOutline = true });
        }
コード例 #8
0
ファイル: Shadow2DLight.cs プロジェクト: mfagerlund/Shadow2D
        public void RebuildShadow()
        {
            _visiblitySet = _visiblitySet ?? new VisiblitySet();
            _visiblitySet.Clear(this);
            _meshFilter = _meshFilter ?? GetComponent<MeshFilter>();

            AddSegments(_visiblitySet);
            _visiblitySet.PrepareSegments();
            _visiblitySet.UpdateAngles();
            _visiblitySet.Sweep();
            _bounds = new Bounds(transform.position, new Vector3(size, size, size));

            CreateShadowPolygonPoints();

            Mesh mesh = _visiblitySet.CreateOrUpdateMesh();
            _meshFilter.sharedMesh = mesh;

            if (_drawGizmos)
            {
                Gizmos.color = Color.blue;
                Gizmos.DrawWireMesh(mesh, transform.position, transform.rotation);
            }
        }