VoxelBaseExplosion.cs 6.1 KB

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  1. using UnityEngine;
  2. using UnityEngine.Serialization;
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. namespace VoxelImporter
  7. {
  8. public abstract class VoxelBaseExplosion : MonoBehaviour
  9. {
  10. protected VoxelBase voxelBase { get; private set; }
  11. protected Transform transformCache { get; private set; }
  12. protected Renderer rendererCache { get; private set; }
  13. protected int spidExplosionRate;
  14. protected int spidExplosionCenter;
  15. protected int spidExplosionRotate;
  16. public MaterialPropertyBlock materialPropertyBlock;
  17. public enum ExplosionMode
  18. {
  19. Stop,
  20. Play,
  21. Reverse,
  22. }
  23. protected ExplosionMode explosionMode;
  24. protected float explosionTime;
  25. protected float explosionLifeTime;
  26. protected Action explosionDone;
  27. [Serializable]
  28. public class MeshData
  29. {
  30. public Mesh mesh;
  31. public List<int> materialIndexes = new List<int>();
  32. }
  33. #if UNITY_EDITOR
  34. public bool edit_autoGenerate = true;
  35. public long edit_fileRefreshLastTimeTicks;
  36. public bool edit_generateFoldout = true;
  37. public bool edit_settingsFoldout = true;
  38. public bool edit_previewFoldout = true;
  39. public float edit_birthRate = 1f;
  40. public bool edit_visibleOnly = true;
  41. public float edit_velocityMin = 10f;
  42. public float edit_velocityMax = 30f;
  43. [NonSerialized]
  44. public bool edit_explosionPlay;
  45. [NonSerialized]
  46. public bool edit_explosionDraw;
  47. public float edit_explosionTime;
  48. public float edit_explosionLifeTime = 3f;
  49. public bool edit_autoSetExplosionCenter = true;
  50. public float edit_explosionRate
  51. {
  52. get
  53. {
  54. if (edit_explosionLifeTime > 0f)
  55. return Mathf.Clamp(edit_explosionTime / edit_explosionLifeTime, 0f, 1f);
  56. else
  57. return 0f;
  58. }
  59. }
  60. #endif
  61. [FormerlySerializedAs("edit_explosionCenter")]
  62. public Vector3 explosionCenter;
  63. [FormerlySerializedAs("edit_explosionRotate")]
  64. public float explosionRotate = 0.3f;
  65. protected virtual void Awake()
  66. {
  67. voxelBase = GetComponent<VoxelBase>();
  68. transformCache = transform;
  69. rendererCache = GetComponent<Renderer>();
  70. spidExplosionRate = Shader.PropertyToID("_ExplosionRate");
  71. spidExplosionCenter = Shader.PropertyToID("_ExplosionCenter");
  72. spidExplosionRotate = Shader.PropertyToID("_ExplosionRotate");
  73. SetExplosionCenter(explosionCenter);
  74. SetExplosionRotate(explosionRotate);
  75. SetEnableExplosionObject(false);
  76. }
  77. protected virtual void OnDestroy()
  78. {
  79. }
  80. protected void Update()
  81. {
  82. if (explosionMode == ExplosionMode.Play)
  83. {
  84. explosionTime += Time.deltaTime;
  85. if(explosionTime >= explosionLifeTime)
  86. {
  87. explosionTime = explosionLifeTime;
  88. SetEnableExplosionObject(false);
  89. if (explosionDone != null)
  90. explosionDone.Invoke();
  91. }
  92. SetExplosionRate(explosionTime / explosionLifeTime);
  93. SetEnableRenderer(false);
  94. if (explosionTime < explosionLifeTime)
  95. DrawMesh();
  96. }
  97. else if (explosionMode == ExplosionMode.Reverse)
  98. {
  99. explosionTime -= Time.deltaTime;
  100. if (explosionTime < 0f)
  101. {
  102. explosionTime = 0f;
  103. SetEnableExplosionObject(false);
  104. SetEnableRenderer(true);
  105. if (explosionDone != null)
  106. explosionDone.Invoke();
  107. }
  108. SetExplosionRate(explosionTime / explosionLifeTime);
  109. if (explosionTime > 0f)
  110. DrawMesh();
  111. }
  112. }
  113. public void ExplosionPlay(float lifeTime, Action doneAction = null)
  114. {
  115. explosionMode = ExplosionMode.Play;
  116. explosionTime = 0;
  117. explosionLifeTime = lifeTime;
  118. explosionDone = doneAction;
  119. SetEnableExplosionObject(true);
  120. }
  121. public void ExplosionReversePlay(float lifeTime, Action doneAction = null)
  122. {
  123. explosionMode = ExplosionMode.Reverse;
  124. explosionTime = lifeTime;
  125. explosionLifeTime = lifeTime;
  126. explosionDone = doneAction;
  127. SetEnableExplosionObject(true);
  128. }
  129. public virtual void SetEnableExplosionObject(bool enable)
  130. {
  131. enabled = enable;
  132. }
  133. public virtual void SetEnableRenderer(bool enable)
  134. {
  135. if(rendererCache != null && rendererCache.enabled != enable)
  136. rendererCache.enabled = enable;
  137. }
  138. public virtual void DrawMesh() { }
  139. public void SetExplosionRate(float rate)
  140. {
  141. if (materialPropertyBlock == null)
  142. materialPropertyBlock = new MaterialPropertyBlock();
  143. materialPropertyBlock.SetFloat(spidExplosionRate, rate);
  144. }
  145. public void SetExplosionCenter(Vector3 center)
  146. {
  147. explosionCenter = center;
  148. if (materialPropertyBlock == null)
  149. materialPropertyBlock = new MaterialPropertyBlock();
  150. materialPropertyBlock.SetVector(spidExplosionCenter, center);
  151. }
  152. public void SetExplosionRotate(float rotate)
  153. {
  154. explosionRotate = rotate;
  155. if (materialPropertyBlock == null)
  156. materialPropertyBlock = new MaterialPropertyBlock();
  157. materialPropertyBlock.SetFloat(spidExplosionRotate, rotate);
  158. }
  159. #if UNITY_EDITOR
  160. #region Asset
  161. public virtual bool IsUseAssetObject(UnityEngine.Object obj)
  162. {
  163. return false;
  164. }
  165. #endregion
  166. #endif
  167. }
  168. }