public void DrawBar(FpsController fpsController, float barRadius) { float barThickness = fpsController.ammoBarThickness; float ammoBarOutlineThickness = fpsController.ammoBarOutlineThickness; float angRadMin = -fpsController.ammoBarAngularSpanRad / 2; float angRadMax = fpsController.ammoBarAngularSpanRad / 2; // draw bullets Draw.LineEndCaps = LineEndCap.Round; float innerRadius = barRadius - barThickness / 2; float bulletThickness = (innerRadius * fpsController.ammoBarAngularSpanRad / totalBullets) * bulletThicknessScale; for (int i = 0; i < totalBullets; i++) { float t = i / (totalBullets - 1f); float angRad = Mathf.Lerp(angRadMin, angRadMax, t); Vector2 dir = ShapesMath.AngToDir(angRad); Vector2 origin = dir * barRadius; Vector2 offset = dir * (barThickness / 2f - ammoBarOutlineThickness * 1.5f); float alpha = 1; bool hasBeenFired = i >= bullets; if (hasBeenFired && Application.isPlaying) { float timePassed = Time.time - bulletFireTimes[i]; float tFade = Mathf.Clamp01(timePassed / bulletDisappearTime); alpha = 1f - tFade; origin = GetBulletEjectPos(origin, tFade); float angle = timePassed * (bulletEjectAngSpeed + Mathf.Cos(i * 92372.8f) * ejectRotSpeedVariance); offset = ShapesMath.Rotate(offset, angle); } Vector2 a = origin + offset; Vector2 b = origin - offset; Draw.Line(a, b, bulletThickness, new Color(1, 1, 1, alpha)); } FpsController.DrawRoundedArcOutline(Vector2.zero, barRadius, barThickness, ammoBarOutlineThickness, angRadMin, angRadMax); }
readonly Queue <Matrix4x4> mtxQueue = new Queue <Matrix4x4>(); // queue of pending branches to draw // Draws a line, moves forward, and then queues up new postions to draw from per new branch void BranchFrom(Matrix4x4 mtx) { if (currentLineCount++ >= lineCount) { return; // stop recursion if we hit our limit } Draw.Matrix = mtx; float lineLength = Mathf.Lerp(branchLengthMin, branchLengthMax, Random.value); // random branch length Vector3 offset = new Vector3(0, lineLength, 0); // offset along the local Y axis Draw.Line(Vector3.zero, offset); Draw.Translate(offset); // moves the drawing matrix in its local space // create a random number of branches from the current position int branchCount = Random.Range(branchesMin, branchesMax + 1); for (int i = 0; i < branchCount; i++) { using (Draw.MatrixScope) { // saves the current matrix state, and restores it at the end of this scope float angDeviation = Mathf.Lerp(-maxAngDeviation, maxAngDeviation, ShapesMath.RandomGaussian()); // random angular deviation if (use3D) { Draw.Rotate(angDeviation, ShapesMath.GetRandomPerpendicularVector(Vector3.up)); // rotates the current drawing matrix on a random axis } else { Draw.Rotate(angDeviation); // rotates the current drawing matrix on the Z axis } mtxQueue.Enqueue(Draw.Matrix); // save the drawing matrix to draw a branch with later } } while (mtxQueue.Count > 0) // process all positions in the queue { BranchFrom(mtxQueue.Dequeue()); // draw new branches at the positions saved in the queue } }
void DrawShapes() { Vector2 center = position.size / 2; float fitRadius = Mathf.Min(position.width, position.height) / 2 - 8; // set doot positions float t = (float)EditorApplication.timeSinceStartup / 2; foreach (Doot doot in doots) { float ang = doot.angSpeed * t * ShapesMath.TAU + doot.angOffset; Vector2 dir = ShapesMath.AngToDir(ang); doot.pos = dir * (fitRadius * doot.radialOffset); } // mouse doot~ Vector2 mouseRawPos = Event.current.mousePosition - center; float maxRadius = fitRadius * DOOT_MAX_RADIUS; Vector2 mouseTargetPos = Vector2.ClampMagnitude(mouseRawPos, maxRadius); doots[0].pos = Vector2.Lerp(doots[0].pos, mouseTargetPos, mouseDootT); bool mouseOver = mouseOverWindow == this; mouseDootT = Mathf.Lerp(mouseDootT, mouseOver ? 1f : 0f, 0.05f); // save state Matrix4x4 prevMtx = Draw.Matrix; ShapesBlendMode prevBlendMode = Draw.BlendMode; ThicknessSpace prevDiscRadiusSpace = Draw.DiscRadiusSpace; ThicknessSpace prevLineThicknessSpace = Draw.LineThicknessSpace; LineGeometry prevLineGeometry = Draw.LineGeometry; ThicknessSpace prevRingThicknessSpace = Draw.RingThicknessSpace; // draw setup Draw.Matrix = Matrix4x4.TRS(new Vector3(center.x, center.y, 1f), Quaternion.identity, Vector3.one); Draw.BlendMode = ShapesBlendMode.Transparent; Draw.DiscRadiusSpace = ThicknessSpace.Meters; Draw.LineThicknessSpace = ThicknessSpace.Meters; Draw.LineGeometry = LineGeometry.Flat2D; Draw.RingThicknessSpace = ThicknessSpace.Meters; // Drawing Draw.RingGradientRadial(Vector3.zero, fitRadius, fitRadius * 0.1f, Color.black, new Color(0, 0, 0, 0)); Draw.Disc(Vector3.zero, fitRadius, Color.black); // edge noodles const int noodCount = 64; for (int i = 0; i < noodCount; i++) { float tDir = i / ((float)noodCount); float tAng = ShapesMath.TAU * tDir; Vector2 dir = ShapesMath.AngToDir(tAng); if (Mathf.Abs(dir.y) > 0.75f) { continue; } Vector2 root = dir * fitRadius; float distToNearest = float.MaxValue; for (int j = 0; j < doots.Length; j++) { distToNearest = Mathf.Min(distToNearest, Vector2.Distance(doots[j].pos, root)); } float distMod = Mathf.InverseLerp(fitRadius * 0.5f, fitRadius * 0.1f, distToNearest); float noodMaxOffset = fitRadius * (1 + 0.1f * distMod); Draw.Line(root, dir * noodMaxOffset, fitRadius * Mathf.Lerp(0.07f, 0.04f, distMod)); } // ring Draw.Ring(Vector3.zero, fitRadius, fitRadius * 0.0125f, colMain); // connecting lines for (int i = 0; i < doots.Length; i++) { Vector2 a = doots[i].pos; for (int j = i; j < doots.Length; j++) { Vector2 b = doots[j].pos; float dist = Vector2.Distance(a, b); float rangeValue = Mathf.InverseLerp(fitRadius * 1f, fitRadius * 0.02f, dist); if (rangeValue > 0) { Color col = Color.Lerp(colFade, colMain, rangeValue); Draw.Line(a, b, fitRadius * 0.015f * rangeValue, LineEndCap.Round, col); } } } // doots~ foreach (Doot doot in doots) { Draw.BlendMode = ShapesBlendMode.Transparent; Draw.Disc(doot.pos, fitRadius * 0.025f, Color.black); Draw.Disc(doot.pos, fitRadius * 0.015f, colMain); Draw.BlendMode = ShapesBlendMode.Additive; Color innerColor = colMain; innerColor.a = 0.25f; Color outerColor = Color.clear; Draw.DiscGradientRadial(doot.pos, fitRadius * 0.18f, innerColor, outerColor); } Draw.BlendMode = ShapesBlendMode.Multiplicative; Draw.DiscGradientRadial(Vector3.zero, fitRadius * 0.5f, Color.black, Color.clear); // restore state Draw.Matrix = prevMtx; Draw.BlendMode = prevBlendMode; Draw.DiscRadiusSpace = prevDiscRadiusSpace; Draw.LineThicknessSpace = prevLineThicknessSpace; Draw.LineGeometry = prevLineGeometry; Draw.RingThicknessSpace = prevRingThicknessSpace; }
public void DrawCompass(Vector3 worldDir) { Vector2 compArcOrigin = position + Vector2.down * bendRadius; float angUiMin = ShapesMath.TAU * 0.25f - (width / 2) / bendRadius; float angUiMax = ShapesMath.TAU * 0.25f + (width / 2) / bendRadius; Vector2 dirWorld = new Vector2(worldDir.x, worldDir.z).normalized; float lookAng = ShapesMath.DirToAng(dirWorld); float angWorldMin = lookAng + fieldOfView / 2; float angWorldMax = lookAng - fieldOfView / 2; Draw.Arc(compArcOrigin, bendRadius, lineThickness, angUiMin, angUiMax, ArcEndCap.Round); void CompassArcNoot(float worldAng, float size, string label = null) { float tCompass = ShapesMath.InverseLerpAngleRad(angWorldMax, angWorldMin, worldAng); float uiAng = Mathf.Lerp(angUiMin, angUiMax, tCompass); Vector2 uiDir = ShapesMath.AngToDir(uiAng); Vector2 a = compArcOrigin + uiDir * bendRadius; Vector2 b = compArcOrigin + uiDir * (bendRadius - size * tickSize); float fade = Mathf.InverseLerp(0, tickEdgeFadeFraction, (1f - Mathf.Abs(tCompass * 2 - 1))); Draw.Line(a, b, LineEndCap.None, new Color(1, 1, 1, fade)); if (label != null) { Draw.FontSize = fontSizeTickLabel; Draw.Text(b - uiDir * tickLabelOffset, uiAng - ShapesMath.TAU / 4f, label, TextAlign.Center, new Color(1, 1, 1, fade)); } } Draw.LineEndCaps = LineEndCap.Square; Draw.LineThickness = lineThickness; Vector2 trianglePos = compArcOrigin + Vector2.up * (bendRadius + 0.01f); Vector2 labelPos = compArcOrigin + Vector2.up * (bendRadius) + lookAngLabelOffset * 0.1f; string lookLabel = Mathf.RoundToInt(-lookAng * Mathf.Rad2Deg + 180f) + "°"; Draw.FontSize = fontSizeLookLabel; Draw.Text(labelPos, 0f, lookLabel, TextAlign.Center); Vector2 triA = trianglePos + ShapesMath.AngToDir(-ShapesMath.TAU / 4) * triangleNootSize; Vector2 triB = trianglePos + ShapesMath.AngToDir(-ShapesMath.TAU / 4 + ShapesMath.TAU / 3) * triangleNootSize; Vector2 triC = trianglePos + ShapesMath.AngToDir(-ShapesMath.TAU / 4 + 2 * ShapesMath.TAU / 3) * triangleNootSize; Draw.Triangle(triA, triB, triC); int tickCount = (ticksPerQuarterTurn - 1) * 4; for (int i = 0; i < tickCount; i++) { float t = i / ((float)tickCount); float ang = ShapesMath.TAU * t; bool cardinal = i % (tickCount / 4) == 0; string label = null; if (cardinal) { int angInt = Mathf.RoundToInt((1f - t) * 4); switch (angInt) { case 0: case 4: label = "S"; break; case 1: label = "W"; break; case 2: label = "N"; break; case 3: label = "E"; break; } } float tCompass = ShapesMath.InverseLerpAngleRad(angWorldMax, angWorldMin, ang); if (tCompass < 1f && tCompass > 0f) { CompassArcNoot(ang, cardinal ? 0.8f : 0.5f, label); } } }
public void DrawBar(FpsController fpsController, float barRadius) { // get some data float barThickness = fpsController.ammoBarThickness; float ammoBarOutlineThickness = fpsController.ammoBarOutlineThickness; float angRadMin = -fpsController.ammoBarAngularSpanRad / 2; float angRadMax = fpsController.ammoBarAngularSpanRad / 2; float angRadMinLeft = angRadMin + ShapesMath.TAU / 2; float angRadMaxLeft = angRadMax + ShapesMath.TAU / 2; float outerRadius = barRadius + barThickness / 2; float chargeAnim = chargeFillCurve.Evaluate(charge); // charge bar shake: float chargeMag = animChargeShakeMagnitude.Evaluate(chargeAnim) * chargeShakeMagnitude; Vector2 origin = fpsController.GetShake(chargeShakeSpeed, chargeMag); // do shake here float chargeAngRad = Mathf.Lerp(angRadMaxLeft, angRadMinLeft, chargeAnim); Color chargeColor = chargeFillGradient.Evaluate(chargeAnim); Draw.Arc(origin, fpsController.ammoBarRadius, barThickness, angRadMaxLeft, chargeAngRad, chargeColor); Vector2 movingLeftPos = origin + ShapesMath.AngToDir(chargeAngRad) * barRadius; Vector2 bottomLeftPos = origin + ShapesMath.AngToDir(angRadMaxLeft) * barRadius; // bottom fill Draw.Disc(bottomLeftPos, barThickness / 2f, chargeColor); // ticks const int tickCount = 7; Draw.LineEndCaps = LineEndCap.None; for (int i = 0; i < tickCount; i++) { float t = i / (tickCount - 1f); float angRad = Mathf.Lerp(angRadMaxLeft, angRadMinLeft, t); Vector2 dir = ShapesMath.AngToDir(angRad); Vector2 a = origin + dir * outerRadius; bool lorge = i % 3 == 0; Vector2 b = a + dir * (lorge ? tickSizeLorge : tickSizeSmol); Draw.Line(a, b, tickTickness, tickColor); // scale based on distance to real value float chargeDelta = t - chargeAnim; float growRange = chargeDelta < 0 ? fontGrowRangePrev : fontGrowRangeNext; float tFontScale = 1f - ShapesMath.SmoothCos01(Mathf.Clamp01(Mathf.Abs(chargeDelta) / growRange)); float fontScale = ShapesMath.Eerp(fontSize, fontSizeLorge, tFontScale); Draw.FontSize = fontScale; Vector2 labelPos = a + dir * percentLabelOffset; string pct = Mathf.RoundToInt(t * 100) + "%"; Draw.Text(labelPos, angRad + ShapesMath.TAU / 2, pct, TextAlign.Right); } // moving dot Draw.Disc(movingLeftPos, barThickness / 2f + ammoBarOutlineThickness / 2f); Draw.Disc(movingLeftPos, barThickness / 2f - ammoBarOutlineThickness / 2f, chargeColor); FpsController.DrawRoundedArcOutline(origin, barRadius, barThickness, ammoBarOutlineThickness, angRadMinLeft, angRadMaxLeft); Draw.LineEndCaps = LineEndCap.Round; // glow Draw.BlendMode = ShapesBlendMode.Additive; Draw.DiscGradientRadial(movingLeftPos, barThickness * 2, chargeColor, Color.clear); Draw.BlendMode = ShapesBlendMode.Transparent; }
public void DrawCompass(Vector3 worldDir) { // prepare all variables Vector2 compArcOrigin = position + Vector2.down * bendRadius; float angUiMin = ShapesMath.TAU * 0.25f - (width / 2) / bendRadius; float angUiMax = ShapesMath.TAU * 0.25f + (width / 2) / bendRadius; Vector2 dirWorld = new Vector2(worldDir.x, worldDir.z).normalized; float lookAng = ShapesMath.DirToAng(dirWorld); float angWorldMin = lookAng + fieldOfView / 2; float angWorldMax = lookAng - fieldOfView / 2; Vector2 labelPos = compArcOrigin + Vector2.up * (bendRadius) + lookAngLabelOffset * 0.1f; string lookLabel = Mathf.RoundToInt(-lookAng * Mathf.Rad2Deg + 180f) + "°"; // prepare draw state Draw.LineEndCaps = LineEndCap.Square; Draw.Thickness = lineThickness; // draw the horizontal line/arc of the compass Draw.Arc(compArcOrigin, bendRadius, lineThickness, angUiMin, angUiMax, ArcEndCap.Round); // draw the look angle label Draw.FontSize = fontSizeLookLabel; Draw.Text(labelPos, 0f, lookLabel, TextAlign.Center); // triangle arrow Vector2 trianglePos = compArcOrigin + Vector2.up * (bendRadius + 0.01f); Draw.RegularPolygon(trianglePos, 3, triangleNootSize, -ShapesMath.TAU / 4); // draw ticks int tickCount = (ticksPerQuarterTurn - 1) * 4; for (int i = 0; i < tickCount; i++) { float t = i / ((float)tickCount); float ang = ShapesMath.TAU * t; bool cardinal = i % (tickCount / 4) == 0; string label = null; if (cardinal) { int angInt = Mathf.RoundToInt((1f - t) * 4); label = directionLabels[angInt % 4]; } float tCompass = ShapesMath.InverseLerpAngleRad(angWorldMax, angWorldMin, ang); if (tCompass < 1f && tCompass > 0f) { DrawTick(ang, cardinal ? 0.8f : 0.5f, label); } } void DrawTick(float worldAng, float size, string label = null) { float tCompass = ShapesMath.InverseLerpAngleRad(angWorldMax, angWorldMin, worldAng); float uiAng = Mathf.Lerp(angUiMin, angUiMax, tCompass); Vector2 uiDir = ShapesMath.AngToDir(uiAng); Vector2 a = compArcOrigin + uiDir * bendRadius; Vector2 b = compArcOrigin + uiDir * (bendRadius - size * tickSize); float fade = Mathf.InverseLerp(0, tickEdgeFadeFraction, (1f - Mathf.Abs(tCompass * 2 - 1))); Draw.Line(a, b, LineEndCap.None, new Color(1, 1, 1, fade)); if (label != null) { Draw.FontSize = fontSizeTickLabel; Draw.Text(b - uiDir * tickLabelOffset, uiAng - ShapesMath.TAU / 4f, label, TextAlign.Center, new Color(1, 1, 1, fade)); } } }