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

265 lines
8.0 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 DistantLands.Cozy.Data;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace DistantLands.Cozy
{
[ExecuteAlways]
public class CozyAmbienceModule : CozyBiomeModuleBase<CozyAmbienceModule>
{
[CozySearchable("Ambiences", "Ambience profiles", "profiles")]
public AmbienceProfile[] ambienceProfiles = new AmbienceProfile[0];
[System.Serializable]
public class WeightedAmbience
{
public AmbienceProfile ambienceProfile;
[Range(0, 1)]
public float weight;
public bool transitioning;
public IEnumerator Transition(float value, float time)
{
transitioning = true;
float t = 0;
float start = weight;
while (t < time)
{
float div = (t / time);
yield return new WaitForEndOfFrame();
weight = Mathf.Lerp(start, value, div);
t += Time.deltaTime;
}
weight = value;
ambienceProfile.SetWeight(weight);
transitioning = false;
}
}
public List<WeightedAmbience> weightedAmbience = new List<WeightedAmbience>();
[CozySearchable("Ambience", "Ambience profile", "profile")]
public AmbienceProfile currentAmbienceProfile;
public AmbienceProfile ambienceChangeCheck;
public float timeToChangeProfiles = 7;
public float ambienceTimer;
void Start()
{
if (!enabled)
return;
if (isBiomeModule)
return;
if (ambienceProfiles.Length == 0)
{
FindAllAmbiences();
}
foreach (AmbienceProfile profile in ambienceProfiles)
{
foreach (FXProfile fx in profile.FX)
fx?.InitializeEffect(weatherSphere);
}
if (Application.isPlaying)
{
SetNextAmbience();
weightedAmbience = new List<WeightedAmbience>() { new WeightedAmbience() { weight = 1, ambienceProfile = currentAmbienceProfile } };
}
}
public void FindAllAmbiences()
{
List<AmbienceProfile> profiles = new List<AmbienceProfile>();
foreach (AmbienceProfile i in EditorUtilities.GetAllInstances<AmbienceProfile>())
if (i.name != "Default Ambience")
profiles.Add(i);
foreach (AmbienceProfile profile in ambienceProfiles)
{
foreach (FXProfile fx in profile.FX)
fx?.InitializeEffect(weatherSphere);
}
ambienceProfiles = profiles.ToArray();
}
// Update is called once per frame
public override void UpdateWeatherWeights()
{
if (Application.isPlaying)
{
if (ambienceChangeCheck != currentAmbienceProfile)
{
SetAmbience(currentAmbienceProfile);
}
if (weatherSphere.timeModule)
ambienceTimer -= Time.deltaTime * weatherSphere.timeModule.modifiedTimeSpeed;
else
ambienceTimer -= Time.deltaTime * 0.005f;
if (ambienceTimer <= 0)
{
SetNextAmbience();
}
foreach (WeightedAmbience i in weightedAmbience)
{
i.weight = i.weight * weight;
}
weightedAmbience.RemoveAll(x => x.weight == 0 && x.transitioning == false);
}
ComputeBiomeWeights();
// ManageBiomeWeights();
}
public override void UpdateFXWeights()
{
foreach (WeightedAmbience weather in weightedAmbience)
{
if (weather != null && weather.ambienceProfile)
weather.ambienceProfile.SetWeight(weather.weight);
}
}
public override void UpdateBiomeModule()
{
currentAmbienceProfile.SetWeight(weight);
}
public void SetNextAmbience()
{
currentAmbienceProfile = WeightedRandom(ambienceProfiles.ToArray());
}
public void SetAmbience(AmbienceProfile profile)
{
currentAmbienceProfile = profile;
ambienceChangeCheck = currentAmbienceProfile;
if (weightedAmbience.Find(x => x.ambienceProfile == profile) == null)
weightedAmbience.Add(new WeightedAmbience() { weight = 0, ambienceProfile = profile, transitioning = true });
foreach (WeightedAmbience j in weightedAmbience)
{
if (j.ambienceProfile == profile)
StartCoroutine(j.Transition(1, timeToChangeProfiles));
else
StartCoroutine(j.Transition(0, timeToChangeProfiles));
}
ambienceTimer += Random.Range(currentAmbienceProfile.minTime, currentAmbienceProfile.maxTime);
}
public void SetAmbience(AmbienceProfile profile, float timeToChange)
{
currentAmbienceProfile = profile;
ambienceChangeCheck = currentAmbienceProfile;
if (weightedAmbience.Find(x => x.ambienceProfile == profile) == null)
weightedAmbience.Add(new WeightedAmbience() { weight = 0, ambienceProfile = profile, transitioning = true });
foreach (WeightedAmbience j in weightedAmbience)
{
if (j.ambienceProfile == profile)
StartCoroutine(j.Transition(1, timeToChange));
else
StartCoroutine(j.Transition(0, timeToChange));
}
ambienceTimer += Random.Range(currentAmbienceProfile.minTime, currentAmbienceProfile.maxTime);
}
public void SkipTime(float timeToSkip) => ambienceTimer -= timeToSkip;
public AmbienceProfile WeightedRandom(AmbienceProfile[] profiles)
{
AmbienceProfile i = null;
List<float> floats = new List<float>();
float totalChance = 0;
foreach (AmbienceProfile k in profiles)
{
float chance;
if (weatherSphere.weatherModule)
if (k.dontPlayDuring.Contains(weatherSphere.weatherModule.ecosystem.currentWeather))
chance = 0;
else
chance = k.GetChance(weatherSphere);
else
chance = k.GetChance(weatherSphere);
floats.Add(chance);
totalChance += chance;
}
if (totalChance == 0)
{
i = (AmbienceProfile)Resources.Load("Default Ambience");
Debug.LogWarning("Could not find a suitable ambience given the current selected profiles and chance effectors. Defaulting to an empty ambience.");
return i;
}
float selection = Random.Range(0, totalChance);
int m = 0;
float l = 0;
while (l <= selection)
{
if (selection >= l && selection < l + floats[m])
{
i = profiles[m];
break;
}
l += floats[m];
m++;
}
if (!i)
{
i = profiles[0];
}
return i;
}
public float GetTimeTillNextAmbience() => ambienceTimer;
}
}