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; } } } }