Browse Source

Spawn Manager

master
Ken Schaefer 1 year ago
parent
commit
c50528bf7d
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  101. Some files were not shown because too many files have changed in this diff Show More

8
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//Star Nest algorithm by Pablo Román Andrioli
//Unity 5.x shader by Jonathan Cohen
//This content is under the MIT License.
//
//Original Shader:
//https://www.shadertoy.com/view/XlfGRj
//
//This shader uses the same algorithm in 3d space to render a skybox.
Shader "FX/Galaxy" {
Properties {
_MainTex ("Texture Sampler (UV Only)", 2D) = "grey" {}
//2D: Zoom level
_Zoom ("Zoom", Float) = 800
_Color ("Main Color", Color) = (1,1,1,1)
[Toggle(CLAMPOUT)] _CLAMPOUT("Clamp Output with Main Color", Float) = 0
//Scrolls in this direction over time. Set 'w' to zero to stop scrolling.
_Scroll ("Scrolling direction (x,y,z) * w * time", Vector) = (3, 1, .6, .01)
//Center position in space and time.
_Center ("Center Position (x, y, z, time)", Vector) = (1, .3, .5, 0)
//Rotation angles
_Rotation ("Rotation (x,y,z)*w angles", Vector) = (35, 25, 75, .1)
//Iterations of inner loop.
//The higher this is, the more distant objects get rendered.
_Iterations ("Iterations", Range(1, 30)) = 17
//Volumetric rendering steps. Each 'step' renders more objects at all distances.
//This has a higher performance hit than iterations.
_Volsteps ("Volumetric Steps", Range(1,40)) = 20
//Magic number. Best values are around 400-600.
_Formuparam ("Formuparam", Float) = 530
//How much farther each volumestep goes
_StepSize ("Step Size", Float) = 130
//Fractal repeating rate
//Low numbers are busy and give lots of repititio
//High numbers are very sparce
_Tile ("Tile", Float) = 700
//Brightness scale.
_Brightness ("Brightness", Float) = 2
//Abundance of Dark matter (in the distance).
//Visible with Volsteps >= 8 (at 7 its really, really hard to see)
_Darkmatter ("Dark Matter", Float) = 25
//Brightness of distant objects (or dim) are distant objects
//Ironically, Also affets brightness of 'darkmatter'
_Distfading ("Distance Fading", Float) = 68
//How much color is present?
_Saturation ("Saturation", Float) = 85
}
SubShader {
Tags { "Queue"="Geometry" "RenderType"="Opaque" }
Cull Off
CGPROGRAM
#pragma surface surf Lambert
#pragma multi_compile __ CLAMPOUT
#include "UnityCG.cginc"
fixed4 _Color;
int _Volsteps;
int _Iterations;
sampler2D _MainTex;
float4 _Scroll;
float4 _Center;
float _CamScroll;
float4 _Rotation;
float _Formuparam;
float _StepSize;
float _Zoom;
float _Tile;
float _Brightness;
float _Darkmatter;
float _Distfading;
float _Saturation;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half3 col = half3(0, 0, 0);
float zoom = _Zoom / 1000;
float2 uv = IN.uv_MainTex;
uv -= .5;
half3 dir = float3(uv * zoom, 1);
float time = _Center.w + _Time.x;
//Un-scale parameters (source parameters for these are mostly in 0...1 range)
//Scaling them up makes it much easier to fine-tune shader in the inspector.
float brightness = _Brightness / 1000;
float stepSize = _StepSize / 1000;
float3 tile = abs(float3(_Tile, _Tile, _Tile)) / 1000;
float formparam = _Formuparam / 1000;
float darkmatter = _Darkmatter / 100;
float distFade = _Distfading / 100;
float3 from = _Center.xyz;
//scroll over time
from += _Scroll.xyz * _Scroll.w * time;
//scroll from camera position
//from += _WorldSpaceCameraPos * _CamScroll * .00001;
//Apply rotation if enabled
float3 rot = _Rotation.xyz * _Rotation.w;
if (length(rot) > 0) {
float2x2 rx = float2x2(cos(rot.x), sin(rot.x), -sin(rot.x), cos(rot.x));
float2x2 ry = float2x2(cos(rot.y), sin(rot.y), -sin(rot.y), cos(rot.y));
float2x2 rz = float2x2(cos(rot.z), sin(rot.z), -sin(rot.z), cos(rot.z));
dir.xy = mul(rz, dir.xy);
dir.xz = mul(ry, dir.xz);
dir.yz = mul(rx, dir.yz);
from.xy = mul(rz, from.xy);
from.xz = mul(ry, from.xz);
from.yz = mul(rx, from.yz);
}
//volumetric rendering
float s = 0.1, fade = 1.0;
float3 v = float3(0, 0, 0);
for (int r = 0; r < _Volsteps; r++) {
float3 p = abs(from + s * dir * .5);
p = abs(float3(tile - fmod(p, tile*2)));
float pa,a = pa = 0.;
for (int i = 0; i < _Iterations; i++) {
p = abs(p) / dot(p, p) - formparam;
a += abs(length(p) - pa);
pa = length(p);
}
//Dark matter
float dm = max(0., darkmatter - a * a * .001);
if (r > 6) { fade *= 1. - dm; } // Render distant darkmatter
a *= a * a; //add contrast
v += fade;
// coloring based on distance
v += float3(s, s*s, s*s*s*s) * a * brightness * fade;
// distance fading
fade *= distFade;
s += stepSize;
}
float len = length(v);
//Quick color saturate
v = lerp(float3(len, len, len), v, _Saturation / 100);
v.xyz *= _Color.xyz * .01;
#ifdef CLAMPOUT
v = clamp(v, float3(0,0,0), _Color.xyz);
#endif
o.Emission = float3(v * .01);
}
ENDCG
}
Fallback Off
}

9
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142
Space Shooter/Assets/Scenes/Game.unity

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@ -232,7 +263,7 @@ GameObject:
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m_TagString: Untagged
m_TagString: Player
m_Icon: {fileID: 0}
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@ -338,6 +369,54 @@ MonoBehaviour:
speed: 10
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fireRate: 0.5
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23
Space Shooter/Assets/Scripts/Enemy.cs

@ -7,13 +7,11 @@ public class Enemy : MonoBehaviour
[SerializeField]
private float speed = 4.0f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.Translate(Vector3.down * speed * Time.deltaTime);
@ -24,4 +22,25 @@ public class Enemy : MonoBehaviour
transform.position = new Vector3(randomX, 7, 0);
}
}
void OnTriggerEnter(Collider other)
{
Debug.Log("Hit: " + other.transform.name);
if(other.tag == "Player")
{
Player player = other.transform.GetComponent<Player>();
if(player != null )
{
player.Damage();
}
Destroy(this.gameObject);
}
if (other.tag == "Laser")
{
Destroy(other.gameObject);
Destroy(this.gameObject);
}
}
}

45
Space Shooter/Assets/Scripts/Player.cs

@ -11,11 +11,20 @@ public class Player : MonoBehaviour
[SerializeField]
private float fireRate = 0.15f;
private float nextFire = -1f;
[SerializeField]
private int lives = 3;
private SpawnManager spawnManager;
void Start()
{
// Take the current position = new position (0, 0, 0)
transform.position = new Vector3(0, 0, 0);
spawnManager = GameObject.Find("SpawnManager").GetComponent<SpawnManager>();
if(spawnManager == null )
{
Debug.LogError("Spawn Manager is null");
}
}
void Update()
@ -29,10 +38,6 @@ public class Player : MonoBehaviour
private void ShootLaser()
{
//if (Input.GetKeyDown(KeyCode.Space))
//{
// Instantiate(laserPrefab, transform.position, Quaternion.identity);
//}
nextFire = Time.time + fireRate;
Instantiate(laserPrefab, transform.position + new Vector3(0, 0.8f, 0), Quaternion.identity);
}
@ -44,15 +49,17 @@ public class Player : MonoBehaviour
transform.Translate(new Vector3(horizontalInput, verticalInput, 0) * speed * Time.deltaTime);
// Set boundaries on top and bottom
//if (transform.position.y >= 0)
//{
// transform.position = new Vector3(transform.position.x, 0, 0);
//}
//else if (transform.position.y < -3.8f)
//{
// transform.position = new Vector3(transform.position.x, -3.8f, 0);
//}
/* Set boundaries on top and bottom
if (transform.position.y >= 0)
{
transform.position = new Vector3(transform.position.x, 0, 0);
}
else if (transform.position.y < -3.8f)
{
transform.position = new Vector3(transform.position.x, -3.8f, 0);
}
*/
// Same as the if statement above but cleaner.
transform.position = new Vector3(transform.position.x, Mathf.Clamp(transform.position.y, -3.8f, 0), 0);
@ -66,4 +73,14 @@ public class Player : MonoBehaviour
transform.position = new Vector3(11.3f, transform.position.y, 0);
}
}
public void Damage()
{
lives--;
if (lives < 1)
{
spawnManager.OnPlayerDeath();
Destroy(this.gameObject);
}
}
}

34
Space Shooter/Assets/Scripts/SpawnManager.cs

@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnManager : MonoBehaviour
{
[SerializeField]
private GameObject enemyPrefab;
[SerializeField]
private GameObject enemyContainer;
private bool stopSpawning = false;
void Start()
{
StartCoroutine(SpawnRoutine());
}
IEnumerator SpawnRoutine()
{
while (!stopSpawning)
{
Vector3 posToSpawn = new Vector3(Random.Range(-8f, 8f), 7, 0);
GameObject newEnemy = Instantiate(enemyPrefab, posToSpawn, Quaternion.identity);
//newEnemy.transform.parent.SetParent(enemyContainer.transform);
yield return new WaitForSeconds(5.0f);
}
}
public void OnPlayerDeath()
{
stopSpawning = true;
}
}

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