Kasper Karlgren c84494a697 new files
2025-01-21 13:54:40 +01:00

165 lines
6.5 KiB
C#

// Distant Lands 2024
// COZY: Stylized Weather 3
// All code included in this file is protected under the Unity Asset Store Eula
using System.Collections;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace DistantLands.Cozy.Data
{
[System.Serializable]
[CreateAssetMenu(menuName = "Distant Lands/Cozy/FX/Thunder FX", order = 361)]
public class ThunderFX : FXProfile
{
public Vector2 timeBetweenStrikes;
public GameObject thunderPrefab = null;
public float weight;
public CozyThunderManager runtimeRef;
public float minimumDistance = 700;
public float maximumDistance = 1200;
public float minScreenXmultiplier = 0.1f;
public float maxScreenXmultiplier = 0.9f;
public float minScreenYmultiplier = 0.0f;
public float maxScreenYmultiplier = 0.1f;
[Range(0, 1)]
[Tooltip("What percentage of the time should the lightning and thunder be forced to spawn in the camera's view?")]
public float spawnInFrustumPercentage = 0.5f;
public override void PlayEffect(float weight)
{
if (!runtimeRef)
if (InitializeEffect(weatherSphere) == false)
return;
runtimeRef.PlayEffect(transitionTimeModifier.Evaluate(weight));
}
public override bool InitializeEffect(CozyWeather weather)
{
if (!Application.isPlaying)
return false;
base.InitializeEffect(weather);
if (runtimeRef == null)
{
if (weather.GetFXRuntimeRef<CozyThunderManager>(name))
{
runtimeRef = weather.GetFXRuntimeRef<CozyThunderManager>(name);
return true;
}
runtimeRef = new GameObject().AddComponent<CozyThunderManager>();
runtimeRef.gameObject.name = name;
runtimeRef.transform.parent = weather.thunderFXParent;
runtimeRef.transform.localPosition = Vector3.zero;
runtimeRef.transform.localRotation = Quaternion.identity;
runtimeRef.weatherSphere = weather;
runtimeRef.thunderFX = this;
}
return true;
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(ThunderFX))]
[CanEditMultipleObjects]
public class E_ThunderFX : E_FXProfile
{
void OnEnable()
{
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(serializedObject.FindProperty("thunderPrefab"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("timeBetweenStrikes"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("minimumDistance"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("maximumDistance"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("spawnInFrustumPercentage"));
float min = serializedObject.FindProperty("minScreenXmultiplier").floatValue;
float max = serializedObject.FindProperty("maxScreenXmultiplier").floatValue;
EditorGUILayout.MinMaxSlider("Frustum Placement X", ref min, ref max, 0, 1);
serializedObject.FindProperty("minScreenXmultiplier").floatValue = min;
serializedObject.FindProperty("maxScreenXmultiplier").floatValue = max;
min = serializedObject.FindProperty("minScreenYmultiplier").floatValue;
max = serializedObject.FindProperty("maxScreenYmultiplier").floatValue;
EditorGUILayout.MinMaxSlider("Frustum Placement Y", ref min, ref max, 0, 1);
serializedObject.FindProperty("minScreenYmultiplier").floatValue = min;
serializedObject.FindProperty("maxScreenYmultiplier").floatValue = max;
serializedObject.ApplyModifiedProperties();
}
public override void RenderInWindow(Rect pos)
{
float space = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
var propPosA = new Rect(pos.x, pos.y + space, pos.width, EditorGUIUtility.singleLineHeight);
var propPosB = new Rect(pos.x, pos.y + space * 2, pos.width, EditorGUIUtility.singleLineHeight);
var propPosC = new Rect(pos.x, pos.y + space * 3, pos.width, EditorGUIUtility.singleLineHeight);
var propPosD = new Rect(pos.x, pos.y + space * 4, pos.width, EditorGUIUtility.singleLineHeight);
var propPosE = new Rect(pos.x, pos.y + space * 5, pos.width, EditorGUIUtility.singleLineHeight);
var propPosF = new Rect(pos.x, pos.y + space * 6, pos.width, EditorGUIUtility.singleLineHeight);
var propPosG = new Rect(pos.x, pos.y + space * 7, pos.width, EditorGUIUtility.singleLineHeight);
serializedObject.Update();
EditorGUI.PropertyField(propPosA, serializedObject.FindProperty("thunderPrefab"));
EditorGUI.PropertyField(propPosB, serializedObject.FindProperty("timeBetweenStrikes"));
EditorGUI.PropertyField(propPosC, serializedObject.FindProperty("minimumDistance"));
EditorGUI.PropertyField(propPosD, serializedObject.FindProperty("maximumDistance"));
EditorGUI.PropertyField(propPosE, serializedObject.FindProperty("spawnInFrustumPercentage"));
float min = serializedObject.FindProperty("minScreenXmultiplier").floatValue;
float max = serializedObject.FindProperty("maxScreenXmultiplier").floatValue;
EditorGUI.MinMaxSlider(propPosF, "Frustum Placement X", ref min, ref max, 0, 1);
serializedObject.FindProperty("minScreenXmultiplier").floatValue = min;
serializedObject.FindProperty("maxScreenXmultiplier").floatValue = max;
min = serializedObject.FindProperty("minScreenYmultiplier").floatValue;
max = serializedObject.FindProperty("maxScreenYmultiplier").floatValue;
EditorGUI.MinMaxSlider(propPosG, "Frustum Placement Y", ref min, ref max, 0, 1);
serializedObject.FindProperty("minScreenYmultiplier").floatValue = min;
serializedObject.FindProperty("maxScreenYmultiplier").floatValue = max;
serializedObject.ApplyModifiedProperties();
}
public override float GetLineHeight()
{
return 7;
}
}
#endif
}