using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
namespace BoatAttack
{
///
/// Used to generate two wakes (linerenderers) for the boats
///
public class WakeGenerator : MonoBehaviour
{
public List wakes = new List(); // Wakes to create
private readonly List _lrs = new List(); // line renderers
public AssetReference 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 (var wake in wakes)
{
StartCoroutine(GenerateWake(wake));
}
}
private IEnumerator GenerateWake(Wake wake)
{
for (var i = 0; i < 2; i++)
{
var wl = new WakeLine {points = new List()};
var wakeLoading = wakePrefab.InstantiateAsync(Vector3.zero, Quaternion.Euler(90f, 0, 0));
yield return wakeLoading;
_lrs.Add(wakeLoading.Result);
wakeLoading.Result.TryGetComponent(out wl.lineRenderer);
wakeLoading.Result.hideFlags = HideFlags.HideAndDontSave;
wake.lines.Add(wl);
}
}
private void OnDisable()
{
for (var i = _lrs.Count - 1; i >= 0; i--)
{
DestroyImmediate(_lrs[i]); // kill wake objects
}
_lrs.Clear();
}
private void Update()
{
//For each wake pair
var wCount = wakes.Count;
for (var w = 0; w < wCount; w++)
{
var wake = wakes[w];
int s = 0;
for (int x = -1; x <= 1; x += 2)
{
var 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 += Time.deltaTime * 3 * wake.lines[s].points[i].dir; // 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
///
private WakePoint CreateWakePoint(Vector3 pos, float sign)
{
// the point gets the direction of the side of the boat, this is then used to move the wake as it ages
WakePoint wp = new WakePoint(pos) {dir = transform.right * sign};
wp.dir.y = 0;
return wp;
}
// Draw helper Gizmos
private void OnDrawGizmosSelected()
{
var c = Color.blue;
c.a = 0.5f;
Gizmos.color = c;
foreach (var 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 (var w in wakes)
{
foreach (var wl in w.lines)
{
var pre = Vector3.zero;
foreach (var 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;
}
}
}
}
///
/// Wake is a pair of line renderers stored in WakeLines
///
[System.Serializable]
public class Wake
{
public Vector3 origin; // Where 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 line renderer
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;
}
}
}
}