Files
U10-MobileGame/Assets/Scripts/OrbitalPosition.cs
2025-11-27 13:34:55 +00:00

266 lines
8.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable] public class OrbitalPosition
{
public int m_AttachedRing;
public float m_DistanceFromCentre;
public float m_DistanceAlongRadius;
public float m_ObjectRadius = 0.1f;
public bool m_IsAttachedToRings = true;
public OrbitalPositionBehaviour m_Behaviour;
public readonly Transform m_Owner;
public float m_SpinSpeed = 1f;
public OrbitalPosition(GameObject owner)
{
m_AttachedRing = GlobalOrbitalPositionManager.LastRingID;
m_Owner = owner.transform;
}
public Vector3 TranslateToVec3() => new
(
x: m_DistanceFromCentre * Mathf.Cos(m_DistanceAlongRadius),
y: m_DistanceFromCentre * Mathf.Sin(m_DistanceAlongRadius)
);
}
public class Ring : MonoBehaviour
{
public int m_ID;
}
public class GlobalOrbitalPositionManager : MonoBehaviour
{
private static GlobalOrbitalPositionManager s_Instance;
public static GlobalOrbitalPositionManager Instance => s_Instance;
private readonly List<OrbitalPosition> m_ObjectInstances = new();
private readonly List<Ring> m_Rings = new();
private readonly Dictionary<int, float> m_Distances = new();
public static bool s_IsSimulationRunning = true;
private OrbitalPosition m_PlayerOrbitalPosition;
public static void SetPlayer(OrbitalPosition player) => s_Instance.m_PlayerOrbitalPosition = player;
public static bool AllowPlayerInput { get; private set; } = true;
private float m_TimeOfLastRingSpawn = float.NegativeInfinity;
private int m_LastGeneratedRing;
public static int LastRingID => s_Instance.m_LastGeneratedRing;
private const int CirclePoints = 100;
private float m_LocalDeltaTimeScale = 1f;
private float LocalDeltaTime => Time.deltaTime * m_LocalDeltaTimeScale;
private bool m_CurrentRingAllowsSpawning;
private Vector3[] m_PrecalculatedPositions;
public IEnumerator StartPlayerSpeedupModifier()
{
m_LocalDeltaTimeScale *= 2f;
yield return new WaitForSeconds(10f);
m_LocalDeltaTimeScale /= 2f;
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] private static void OnApplicationStart()
{
GameObject manager = new("GLOBAL ORBITAL MANAGER");
DontDestroyOnLoad(manager);
s_Instance = manager.AddComponent<GlobalOrbitalPositionManager>();
s_Instance.m_PrecalculatedPositions = new Vector3[CirclePoints];
for (int i = 0; i < s_Instance.m_PrecalculatedPositions.Length; i++)
{
s_Instance.m_PrecalculatedPositions[i] = new Vector3
(
x: Mathf.Cos(Mathf.Deg2Rad * (359f / CirclePoints * i)),
y: Mathf.Sin(Mathf.Deg2Rad * (359f / CirclePoints * i)),
z: 0
);
}
RestartSimulation();
}
private static IEnumerator RestartSimulationInternal()
{
s_IsSimulationRunning = false;
s_Instance.m_LocalDeltaTimeScale = 7f;
AllowPlayerInput = false;
for (int i = 0; i < 100; i++)
{
yield return new WaitForFixedUpdate();
if (PlayerController.IsPlayerAttached)
s_Instance.m_PlayerOrbitalPosition.m_AttachedRing = s_Instance.m_LastGeneratedRing;
}
PlayerController.AttachPlayer();
foreach (OrbitalPosition behaviour in s_Instance.m_ObjectInstances)
{
behaviour.m_Behaviour.OnSimulationRestart();
}
yield return new WaitForSeconds(1.3f);
AllowPlayerInput = true;
s_Instance.m_LocalDeltaTimeScale = 1f;
s_IsSimulationRunning = true;
}
public static void RestartSimulation() => s_Instance.StartCoroutine(RestartSimulationInternal());
private void Update()
{
if (Time.time - m_TimeOfLastRingSpawn > (GlobalOrbitalSettings.GapDistance / m_LocalDeltaTimeScale))
{
GameObject newRing = Instantiate(GlobalOrbitalSettings.RingPrefab);
newRing.transform.localScale = new Vector3(12f, 12f, 1);
Ring ring = newRing.AddComponent<Ring>();
ring.m_ID = m_LastGeneratedRing + 1;
m_Rings.Add(ring);
LineRenderer lineRenderer = newRing.GetComponentInChildren<LineRenderer>();
lineRenderer.loop = true;
lineRenderer.positionCount = CirclePoints;
lineRenderer.startWidth = 0.1f;
lineRenderer.endWidth = 0.1f;
lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
m_LastGeneratedRing = ring.m_ID;
m_TimeOfLastRingSpawn = Time.time;
m_CurrentRingAllowsSpawning = Random.Range(0, 25) != 0;
if (!m_CurrentRingAllowsSpawning && AllowPlayerInput)
Instantiate(GlobalOrbitalSettings.ModifierPrefab);
}
List<Ring> toRemove = new();
m_Distances.Clear();
foreach (Ring ring in m_Rings)
{
float diff = LocalDeltaTime * GlobalOrbitalSettings.DistanceSpeed;
ring.transform.localScale -= new Vector3(diff, diff, 0f);
LineRenderer lineRenderer = ring.GetComponentInChildren<LineRenderer>();
for (int vert = 0; vert < CirclePoints; vert++)
{
lineRenderer.SetPosition(vert, new Vector3
(
x: m_PrecalculatedPositions[vert].x * ring.transform.localScale.x,
y: m_PrecalculatedPositions[vert].y * ring.transform.localScale.y,
z: 10
));
}
float lerp = (ring.transform.localScale.x - 0.5f) / 4f;
Color c = Color.Lerp(Color.black, Color.white, Mathf.Clamp01(lerp));
if (ring.transform.localScale.x < 0.5f)
{
if (s_IsSimulationRunning)
PlayerController.s_PlayerScore++;
toRemove.Add(ring);
}
lineRenderer.startColor = c;
lineRenderer.endColor = c;
m_Distances[ring.m_ID] = ring.transform.localScale.x;
}
foreach (Ring ring in toRemove)
{
m_Rings.Remove(ring);
Destroy(ring.gameObject);
}
foreach (OrbitalPosition orbitalPosition in m_ObjectInstances)
{
if (!orbitalPosition.m_IsAttachedToRings)
continue;
if (!m_Distances.ContainsKey(orbitalPosition.m_AttachedRing))
{
orbitalPosition.m_AttachedRing = m_LastGeneratedRing;
orbitalPosition.m_Behaviour.OnReachCentre();
}
float distance = m_Distances[orbitalPosition.m_AttachedRing];
orbitalPosition.m_DistanceFromCentre = distance;
orbitalPosition.m_DistanceAlongRadius = (orbitalPosition.m_DistanceAlongRadius + LocalDeltaTime * GlobalOrbitalSettings.RadiusSpeed * orbitalPosition.m_SpinSpeed) % (Mathf.PI * 2);
orbitalPosition.m_Owner.position = orbitalPosition.TranslateToVec3();
}
}
private void FixedUpdate()
{
foreach (OrbitalPosition orbital in m_ObjectInstances)
{
if (orbital == m_PlayerOrbitalPosition)
continue;
Vector2 a = orbital.TranslateToVec3();
Vector2 b = m_PlayerOrbitalPosition.TranslateToVec3();
float distance = (a - b).magnitude;
float radii = orbital.m_ObjectRadius + m_PlayerOrbitalPosition.m_ObjectRadius;
if (distance < radii)
{
orbital.m_Behaviour.OnCollision(m_PlayerOrbitalPosition.m_Behaviour);
m_PlayerOrbitalPosition.m_Behaviour.OnCollision(orbital.m_Behaviour);
}
}
if (Random.Range(0, 20) == 0 && AllowPlayerInput && m_CurrentRingAllowsSpawning)
Instantiate(GlobalOrbitalSettings.EnemyPrefab);
}
public static void RegisterOrbitalPositionInstance(OrbitalPosition newInstance) =>
s_Instance.m_ObjectInstances.Add(newInstance);
public static void UnregisterOrbitalPositionInstance(OrbitalPosition removedInstance) =>
s_Instance.m_ObjectInstances.Remove(removedInstance);
}
public abstract class OrbitalPositionBehaviour : MonoBehaviour
{
[SerializeField] protected OrbitalPosition m_OrbitalPosition;
private void Start()
{
m_OrbitalPosition = new OrbitalPosition(gameObject)
{
m_Behaviour = this
};
GlobalOrbitalPositionManager.RegisterOrbitalPositionInstance(m_OrbitalPosition);
OnStart();
}
private void OnDestroy() =>
GlobalOrbitalPositionManager.UnregisterOrbitalPositionInstance(m_OrbitalPosition);
protected virtual void OnStart() { }
public virtual void OnReachCentre() { }
public virtual void OnCollision(OrbitalPositionBehaviour other) { }
public virtual void OnSimulationRestart() { }
}