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using System.Collections.Generic; |
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using System.Linq; |
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using UnityEngine; |
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#if UNITY_EDITOR |
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using UnityEditor; |
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#endif |
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|
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namespace UltraCombos |
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{ |
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[ExecuteAlways] |
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public class DroppingPaint : MonoBehaviour |
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{ |
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[SerializeField] private float size = 1; |
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[SerializeField] private int segments = 16; |
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[SerializeField] private float smooth = 3f; |
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[SerializeField] private bool isDrop = false; |
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[SerializeField] private bool isClear = false; |
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|
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private List<List<Vector2>> paints = new List<List<Vector2>>(); |
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private List<List<Vector2>> smoothedPaints = new List<List<Vector2>>(); |
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|
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private void Update() |
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{ |
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if (isDrop) |
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{ |
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isDrop = false; |
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Drop(); |
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} |
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|
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if (isClear) |
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{ |
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isClear = false; |
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Clear(); |
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} |
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|
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var t = Time.deltaTime * smooth; |
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for (int i = 0; i < paints.Count; i++) |
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{ |
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var points = paints[i]; |
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for (int j = 0; j < points.Count; j++) |
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{ |
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smoothedPaints[i][j] = Vector2.Lerp(smoothedPaints[i][j], points[j], t); |
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} |
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} |
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} |
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|
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public void Drop() |
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{ |
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var r = Random.Range(size * 0.1f, size * 0.2f); |
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var px = Random.Range(-size * 0.4f, +size * 0.4f); |
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var py = Random.Range(-size * 0.4f, +size * 0.4f); |
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|
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var angle = Mathf.PI * 2 / segments; |
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var circle = Enumerable.Range(0, segments).Select(i => |
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{ |
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var x = px + r * Mathf.Cos(angle * i); |
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var y = py + r * Mathf.Sin(angle * i); |
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return new Vector2(x, y); |
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}).ToList(); |
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|
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var center = new Vector2(px, py); |
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foreach (var points in paints) |
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{ |
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for (int i = 0; i < points.Count; i++) |
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{ |
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points[i] = ApplyPaintDrop(points[i], center, r); |
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} |
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} |
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|
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paints.Add(circle); |
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smoothedPaints.Add(circle.Select(c => center).ToList()); |
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} |
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|
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public void Clear() |
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{ |
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paints.Clear(); |
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smoothedPaints.Clear(); |
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} |
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|
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private void OnDrawGizmos() |
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{ |
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#if UNITY_EDITOR |
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using var mtx = new Handles.DrawingScope(transform.localToWorldMatrix); |
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Handles.DrawWireCube(Vector3.zero, Vector2.one * size); |
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|
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if (smoothedPaints.Count == 0) |
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return; |
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|
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var dh = 1f / smoothedPaints.Count; |
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var h = 0f; |
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foreach (var points in smoothedPaints) |
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{ |
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using var col = new Handles.DrawingScope(Color.HSVToRGB(h, 0.7f, 0.8f)); |
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foreach (var point in points) |
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{ |
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Handles.DrawWireDisc(new Vector3(point.x, point.y, 0), Vector3.forward, 0.02f); |
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} |
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|
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//Handles.DrawPolyLine(points.Select(p => new Vector3(p.x, p.y, 0)).ToArray()); |
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Handles.DrawAAConvexPolygon(points.Select(p => new Vector3(p.x, p.y, 0)).ToArray()); |
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|
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h += dh; |
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} |
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#endif |
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} |
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|
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private Vector2 ApplyPaintDrop(Vector2 p, Vector2 c, float r) |
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{ |
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var d = Vector2.Distance(p, c); |
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|
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if (d > r) |
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{ |
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return c + (p - c) * Mathf.Sqrt(1 + (r * r) / (d * d)); |
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} |
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|
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var edge = c + (p - c) * (r / d + 0.002f); |
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return ApplyPaintDrop(edge, c, r); |
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} |
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|
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private List<Vector2> ResamplePoints(List<Vector2> points, float minSpacing, float maxSpacing) |
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{ |
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List<Vector2> newPoints = new List<Vector2>(); |
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int count = points.Count; |
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|
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for (int i = 0; i < count; i++) |
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{ |
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Vector2 p1 = points[i]; |
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Vector2 p2 = points[(i + 1) % count]; |
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float dist = Vector2.Distance(p1, p2); |
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|
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newPoints.Add(p1); |
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|
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if (dist > maxSpacing) |
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{ |
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int numNewPoints = Mathf.FloorToInt(dist / minSpacing); |
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for (int j = 1; j <= numNewPoints; j++) |
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{ |
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float t = j / (float)(numNewPoints + 1); |
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newPoints.Add(Vector2.Lerp(p1, p2, t)); |
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} |
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} |
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} |
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return newPoints; |
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} |
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} |
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} |
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Reference in new issue