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496 lines
18 KiB
C#

4 years ago
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
namespace RayFire
{
[Serializable]
public class RFActivation
{
public bool local;
public float byOffset;
public float byVelocity;
public float byDamage;
public bool byActivator;
public bool byImpact;
public bool byConnectivity;
public bool unyielding;
public bool activatable;
public bool l;
public int layer;
public RayfireConnectivity connect; // TODO non serialized
[NonSerialized] public int lb;
[NonSerialized] public bool activated;
[NonSerialized] public bool inactiveCorState;
[NonSerialized] public bool velocityCorState;
[NonSerialized] public bool offsetCorState;
[NonSerialized] public IEnumerator velocityEnum;
[NonSerialized] public IEnumerator offsetEnum;
/// /////////////////////////////////////////////////////////
/// Constructor
/// /////////////////////////////////////////////////////////
// Constructor
public RFActivation()
{
byVelocity = 0f;
byOffset = 0f;
byDamage = 0f;
byActivator = false;
byImpact = false;
byConnectivity = false;
unyielding = false;
activatable = false;
activated = false;
// unyList = new List<int>();
Reset();
}
// Copy from
public void CopyFrom (RFActivation act)
{
byActivator = act.byActivator;
byImpact = act.byImpact;
byVelocity = act.byVelocity;
byOffset = act.byOffset;
local = act.local;
byDamage = act.byDamage;
byConnectivity = act.byConnectivity;
unyielding = act.unyielding;
activatable = act.activatable;
l = act.l;
layer = act.layer;
}
/// /////////////////////////////////////////////////////////
/// Methods
/// /////////////////////////////////////////////////////////
// Turn of all activation properties
public void Reset()
{
activated = false;
inactiveCorState = false;
velocityCorState = false;
offsetCorState = false;
velocityEnum = null;
offsetEnum = null;
}
// Connectivity check
public void CheckConnectivity()
{
if (byConnectivity == true && connect != null)
{
connect.connectivityCheckNeed = true;
connect = null;
}
}
/// /////////////////////////////////////////////////////////
/// Coroutines
/// /////////////////////////////////////////////////////////
// Check velocity for activation
public IEnumerator ActivationVelocityCor (RayfireRigid scr)
{
// Skip not activatable uny objects
if (scr.activation.unyielding == true && scr.activation.activatable == false)
yield break;
// Stop if running
if (velocityCorState == true)
yield break;
// Set running state
velocityCorState = true;
// Check
while (scr.activation.activated == false && scr.activation.byVelocity > 0)
{
if (scr.physics.rigidBody.velocity.magnitude > byVelocity)
scr.Activate();
yield return null;
}
// Set state
velocityCorState = false;
}
// Check offset for activation
public IEnumerator ActivationOffsetCor (RayfireRigid scr)
{
// Skip not activatable uny objects
if (scr.activation.unyielding == true && scr.activation.activatable == false)
yield break;
// Stop if running
if (offsetCorState == true)
yield break;
// Set running state
offsetCorState = true;
// Check
while (scr.activation.activated == false && scr.activation.byOffset > 0)
{
if (scr.activation.local == true)
{
if (Vector3.Distance (scr.transForm.localPosition, scr.physics.localPosition) > scr.activation.byOffset)
scr.Activate();
}
else
{
if (Vector3.Distance (scr.transForm.position, scr.physics.initPosition) > scr.activation.byOffset)
scr.Activate();
}
yield return null;
}
// Set state
offsetCorState = false;
}
// Exclude from simulation, move under ground, destroy
public IEnumerator InactiveCor (RayfireRigid scr)
{
// Stop if running
if (inactiveCorState == true)
yield break;
// Set running state
inactiveCorState = true;
//scr.transForm.hasChanged = false;
while (scr.simulationType == SimType.Inactive)
{
scr.physics.rigidBody.velocity = Vector3.zero;
scr.physics.rigidBody.angularVelocity = Vector3.zero;
yield return null;
}
// Set state
inactiveCorState = false;
}
// Activation by velocity and offset
public IEnumerator InactiveCor (RayfireRigidRoot scr)
{
// Stop if running
if (inactiveCorState == true)
yield break;
// Set running state
inactiveCorState = true;
while (scr.inactiveShards.Count > 0)
{
// Timestamp
// float t1 = Time.realtimeSinceStartup;
// Remove activated shards
for (int i = scr.inactiveShards.Count - 1; i >= 0; i--)
if (scr.inactiveShards[i].tm == null || scr.inactiveShards[i].sm == SimType.Dynamic)
scr.inactiveShards.RemoveAt (i);
// Velocity activation
if (scr.activation.byVelocity > 0)
{
for (int i = scr.inactiveShards.Count - 1; i >= 0; i--)
{
if (scr.inactiveShards[i].tm.hasChanged == true)
if (scr.inactiveShards[i].rb.velocity.magnitude > scr.activation.byVelocity)
if (ActivateShard (scr.inactiveShards[i], scr) == true)
scr.inactiveShards.RemoveAt (i);
}
// Stop
if (scr.inactiveShards.Count == 0)
yield break;
}
// Offset activation
if (scr.activation.byOffset > 0)
{
// By global offset
if (scr.activation.local == false)
{
for (int i = scr.inactiveShards.Count - 1; i >= 0; i--)
{
if (scr.inactiveShards[i].tm.hasChanged == true)
if (Vector3.Distance (scr.inactiveShards[i].tm.position, scr.inactiveShards[i].pos) > scr.activation.byOffset)
if (ActivateShard (scr.inactiveShards[i], scr) == true)
scr.inactiveShards.RemoveAt (i);
}
}
// By local offset
else
{
for (int i = scr.inactiveShards.Count - 1; i >= 0; i--)
{
if (scr.inactiveShards[i].tm.hasChanged == true)
if (Vector3.Distance (scr.inactiveShards[i].tm.localPosition, scr.inactiveShards[i].los) > scr.activation.byOffset)
if (ActivateShard (scr.inactiveShards[i], scr) == true)
scr.inactiveShards.RemoveAt (i);
}
}
// Stop
if (scr.inactiveShards.Count == 0)
yield break;
}
//Debug.Log (scr.inactiveShards.Count);
// Stop velocity
for (int i = scr.inactiveShards.Count - 1; i >= 0; i--)
{
/*
if (scr.inactiveShards[i].rb == null)
{
Debug.Log (i);
Debug.Log (scr.inactiveShards[i].tm.name);
}
*/
scr.inactiveShards[i].rb.velocity = Vector3.zero;
scr.inactiveShards[i].rb.angularVelocity = Vector3.zero;
}
// Debug.Log (Time.realtimeSinceStartup - t1);
// TODO repeat 30 times per second, not every frame
yield return null;
}
// Set state
inactiveCorState = false;
}
/// /////////////////////////////////////////////////////////
/// Activate Rigid / Shard
/// /////////////////////////////////////////////////////////
// Activate inactive object
public static void ActivateRigid (RayfireRigid scr, bool connCheck = true)
{
// Stop if excluded
if (scr.physics.exclude == true)
return;
// Skip not activatable unyielding objects
if (scr.activation.activatable == false && scr.activation.unyielding == true)
return;
// Initialize if not
if (scr.initialized == false)
scr.Initialize();
// Turn convex if kinematic activation
if (scr.simulationType == SimType.Kinematic)
{
MeshCollider meshCollider = scr.physics.meshCollider as MeshCollider;
if (meshCollider != null)
meshCollider.convex = true;
// Swap with animated object
if (scr.physics.rec == true)
{
// Set dynamic before copy
scr.simulationType = SimType.Dynamic;
scr.physics.rigidBody.isKinematic = false;
scr.physics.rigidBody.useGravity = scr.physics.useGravity;
// Create copy
GameObject inst = UnityEngine.Object.Instantiate (scr.gameObject);
inst.transform.position = scr.transForm.position;
inst.transform.rotation = scr.transForm.rotation;
// Save velocity
Rigidbody rBody = inst.GetComponent<Rigidbody>();
if (rBody != null)
{
rBody.velocity = scr.physics.rigidBody.velocity;
rBody.angularVelocity = scr.physics.rigidBody.angularVelocity;
}
// Activate and init rigid
scr.gameObject.SetActive (false);
}
}
// Connectivity check
if (connCheck == true)
scr.activation.CheckConnectivity();
// Set layer
SetActivationLayer (scr);
// Set state
scr.activation.activated = true;
// Set props
scr.simulationType = SimType.Dynamic;
scr.physics.rigidBody.isKinematic = false; // TODO error at manual activation of stressed connectivity structure
scr.physics.rigidBody.useGravity = scr.physics.useGravity;
// Fade on activation
if (scr.fading.onActivation == true)
scr.Fade();
// Parent
if (RayfireMan.inst.parent != null)
scr.gameObject.transform.parent = RayfireMan.inst.parent.transform;
// Init particles on activation
RFParticles.InitActivationParticlesRigid (scr);
// Activation sound
RFSound.ActivationSound (scr.sound, scr.limitations.bboxSize);
// Events
scr.activationEvent.InvokeLocalEvent (scr);
if (scr.meshRoot != null)
scr.meshRoot.activationEvent.InvokeLocalEventMeshRoot (scr, scr.meshRoot);
RFActivationEvent.InvokeGlobalEvent (scr);
// Add initial rotation if still TODO put in ui
if (scr.physics.rigidBody.angularVelocity == Vector3.zero)
{
float val = 0.3f;
scr.physics.rigidBody.angularVelocity = new Vector3 (
Random.Range (-val, val), Random.Range (-val, val), Random.Range (-val, val));
}
}
// Activate Rigid Root shard
public static bool ActivateShard (RFShard shard, RayfireRigidRoot rigidRoot)
{
// Skip not activatable unyielding shards
if (shard.act == false && shard.uny == true)
return false;
// Set dynamic sim state
shard.sm = SimType.Dynamic;
// Activate by Rigid if has rigid
if (shard.rigid != null && shard.rigid.objectType == ObjectType.Mesh)
{
ActivateRigid (shard.rigid);
return true;
}
// Physics ops
if (shard.rb != null)
{
// Set props
if (shard.rb.isKinematic == true)
shard.rb.isKinematic = false;
// Turn On Gravity
shard.rb.useGravity = rigidRoot.physics.useGravity;
// Add initial rotation if still TODO put in ui
float val = 0.3f;
if (shard.rb.angularVelocity == Vector3.zero)
shard.rb.angularVelocity = new Vector3 (
Random.Range (-val, val), Random.Range (-val, val), Random.Range (-val, val));
}
// Set activation layer
SetActivationLayer (shard, rigidRoot.activation);
// Activation Fade TODO input Fade class by RigidRoot or MeshRoot
if (rigidRoot.fading.onActivation == true)
RFFade.FadeShard (rigidRoot, shard);
// Parent
if (RayfireMan.inst.parent != null)
shard.tm.parent = RayfireMan.inst.parent.transform;
// Connectivity check if shards was activated: TODO check only neibs of activated?
if (rigidRoot.activation.byConnectivity == true && rigidRoot.activation.connect != null)
rigidRoot.activation.connect.connectivityCheckNeed = true;
// Init particles on activation
RFParticles.InitActivationParticlesShard(rigidRoot, shard);
// Activation sound
RFSound.ActivationSound (rigidRoot.sound, rigidRoot.cluster.bound.size.magnitude);
// Events
rigidRoot.activationEvent.InvokeLocalEventRoot (shard, rigidRoot);
RFActivationEvent.InvokeGlobalEventRoot (shard, rigidRoot);
return true;
}
/// /////////////////////////////////////////////////////////
/// Rigid Activation Layer
/// /////////////////////////////////////////////////////////
// Set activation layer
static void SetActivationLayer (RayfireRigid scr)
{
if (scr.activation.l == true)
scr.gameObject.layer = scr.activation.layer;
}
// ReSet activation layer
public static void RestoreActivationLayer (RayfireRigid scr)
{
if (scr.activation.l == true)
scr.gameObject.layer = scr.activation.lb;
}
// Backup original layer in case rigid will change layer after activation
public static void BackupActivationLayer (RayfireRigid scr)
{
if (scr.activation.l == true)
scr.activation.lb = scr.gameObject.layer;
}
/// /////////////////////////////////////////////////////////
/// RigidRoot Activation Layer
/// /////////////////////////////////////////////////////////
// Set activation layer
static void SetActivationLayer (RFShard shard, RFActivation activation)
{
if (activation.l == true)
shard.tm.gameObject.layer = activation.layer;
}
// Set activation layer
public static void SetActivationLayer (List<RFShard> shards, RFActivation activation)
{
if (activation.l == true)
for (int s = 0; s < shards.Count; s++)
shards[s].tm.gameObject.layer = activation.layer;
}
// ReSet layer for activated shards
public static void RestoreActivationLayer (RayfireRigidRoot root)
{
if (root.activation.l == true)
for (int i = 0; i < root.cluster.shards.Count; i++)
root.cluster.shards[i].tm.gameObject.layer = root.cluster.shards[i].lb;
}
// Backup original layer in case shard will change layer after activation
public static void BackupActivationLayer (RayfireRigidRoot root)
{
if (root.activation.l == true)
for (int i = 0; i < root.cluster.shards.Count; i++)
root.cluster.shards[i].lb = root.cluster.shards[i].tm.gameObject.layer;
}
}
}