using System.Collections.Generic;
using UnityEngine;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
namespace BoatAttack.Boat
{
///
/// Used to generate two wakes (linerenderers) for the boats
///
public class WakeGenerator : MonoBehaviour
{
public List _wakes = new List(); // Wakes to create
private List _lrs = new List(); // line renderers
public GameObject _wakePrefab; // the wake prefab, preset linerenderer
public float _genDistance = 0.5f; // distance to make new segments
public float _maxAge = 5f; // how long the wake lasts for
void OnEnable()
{
// Initial setup for wakes
foreach (Wake w in _wakes)
{
for (int i = 0; i < 2; i++)
{
WakeLine wl = new WakeLine();
GameObject go = GameObject.Instantiate(_wakePrefab, Vector3.zero, Quaternion.Euler(90f, 0, 0));
_lrs.Add(go);
LineRenderer LR = go.GetComponent();
wl.points = new List();
wl._lineRenderer = LR;
w.lines.Add(wl);
go.hideFlags = HideFlags.HideAndDontSave;
}
}
}
void OnDisable()
{
for (int i = _lrs.Count - 1; i >= 0; i--)
{
DestroyImmediate(_lrs[i]); // kill wake objects
}
_lrs.Clear();
}
void Update()
{
Vector3 origin;
//For each wake pair
var wCount = _wakes.Count;
for (int w = 0; w < wCount; w++)
{
Wake _wake = _wakes[w];
int s = 0;
for (int x = -1; x <= 1; x += 2)
{
origin = _wake.origin;
origin.x *= x;
origin = transform.TransformPoint(origin);
origin.y = 0;//flatten origin in world
var pointCount = _wake.lines[s].points.Count;
//////////////////////////// create points, if needed ///////////////////////////////
if (pointCount == 0)
{
_wake.lines[s].points.Insert(0, CreateWakePoint(origin, x));
pointCount++;
}
else if (Vector3.Distance(_wake.lines[s].points[0].pos, origin) > _genDistance)
{
_wake.lines[s].points.Insert(0, CreateWakePoint(origin, x));
pointCount++;
}
///////////////////////////// kill points, if needed ////////////////////////////////
for (int i = _wake.lines[s].points.Count - 1; i >= 0; i--)
{
if (_wake.lines[s].points[i].age > _maxAge)
{
_wake.lines[s].points.RemoveAt(i);
pointCount--;
}
else
{
_wake.lines[s].points[i].age += Time.deltaTime; // increment age
_wake.lines[s].points[i].pos += _wake.lines[s].points[i].dir * 3 * Time.deltaTime; // move points by dir
}
}
///////////////////// Create the line renderer points ///////////////////////////////
_wake.lines[s]._lineRenderer.positionCount = pointCount + 1;
_wake.lines[s]._lineRenderer.SetPosition(0, origin);
for (var i = 0; i < pointCount; i++)
{
_wake.lines[s]._lineRenderer.SetPosition(i + 1, _wake.lines[s].points[i].pos);
}
s++;
}
}
}
///
/// Creates a WakePoint and sets the direction
///
/// Where to make the wake point in world coords
/// Side of the wake this is on
///
WakePoint CreateWakePoint(Vector3 pos, float sign)
{
WakePoint wp = new WakePoint(pos);
wp.dir = transform.right * sign; // the point gets the direction of the side of the boat, thhis is then used to move the wake as it ages
wp.dir.y = 0;
return wp;
}
// Draw helper Gizmos
void OnDrawGizmosSelected()
{
var c = Color.blue;
c.a = 0.5f;
Gizmos.color = c;
foreach (Wake w in _wakes)
{
Gizmos.DrawSphere(transform.TransformPoint(w.origin.x, w.origin.y, w.origin.z), 0.1f);
Gizmos.DrawSphere(transform.TransformPoint(-w.origin.x, w.origin.y, w.origin.z), 0.1f);
}
foreach (Wake w in _wakes)
{
foreach (WakeLine wl in w.lines)
{
int side = 0;
var pre = Vector3.zero;
foreach (WakePoint wp in wl.points)
{
Gizmos.DrawSphere(wp.pos, (_maxAge - wp.age) * 0.01f);
if(pre != Vector3.zero)
Gizmos.DrawLine(wp.pos, pre);
pre = wp.pos;
}
side++;
}
}
}
///
/// Wake is a pair of line renderers stored in WakeLines
///
[System.Serializable]
public class Wake
{
public Vector3 origin; // Wehre the wake originates from in local coords
public List lines = new List(); // Wake Lines
}
///
/// WakeLine is a single side of a wake, it contains a line renderer and list of wakepoints
///
[System.Serializable]
public class WakeLine
{
public LineRenderer _lineRenderer; // the linerenderer
public List points = new List(); // list of points
}
///
/// A single wake point
///
[System.Serializable]
public class WakePoint
{
public Vector3 pos; // The current position
public Vector3 dir; // the directions of movement
public float age; // the age of the point
public WakePoint(Vector3 p)
{
pos = p;
age = 0f;
}
}
}
}