diff --git a/Assets/Scripts/DroppingPaint.cs b/Assets/Scripts/DroppingPaint.cs new file mode 100644 index 0000000..f03bbb8 --- /dev/null +++ b/Assets/Scripts/DroppingPaint.cs @@ -0,0 +1,146 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UltraCombos +{ + [ExecuteAlways] + public class DroppingPaint : MonoBehaviour + { + [SerializeField] private float size = 1; + [SerializeField] private int segments = 16; + [SerializeField] private float smooth = 3f; + [SerializeField] private bool isDrop = false; + [SerializeField] private bool isClear = false; + + private List> paints = new List>(); + private List> smoothedPaints = new List>(); + + private void Update() + { + if (isDrop) + { + isDrop = false; + Drop(); + } + + if (isClear) + { + isClear = false; + Clear(); + } + + var t = Time.deltaTime * smooth; + for (int i = 0; i < paints.Count; i++) + { + var points = paints[i]; + for (int j = 0; j < points.Count; j++) + { + smoothedPaints[i][j] = Vector2.Lerp(smoothedPaints[i][j], points[j], t); + } + } + } + + public void Drop() + { + var r = Random.Range(size * 0.1f, size * 0.2f); + var px = Random.Range(-size * 0.4f, +size * 0.4f); + var py = Random.Range(-size * 0.4f, +size * 0.4f); + + var angle = Mathf.PI * 2 / segments; + var circle = Enumerable.Range(0, segments).Select(i => + { + var x = px + r * Mathf.Cos(angle * i); + var y = py + r * Mathf.Sin(angle * i); + return new Vector2(x, y); + }).ToList(); + + var center = new Vector2(px, py); + foreach (var points in paints) + { + for (int i = 0; i < points.Count; i++) + { + points[i] = ApplyPaintDrop(points[i], center, r); + } + } + + paints.Add(circle); + smoothedPaints.Add(circle.Select(c => center).ToList()); + } + + public void Clear() + { + paints.Clear(); + smoothedPaints.Clear(); + } + + private void OnDrawGizmos() + { +#if UNITY_EDITOR + using var mtx = new Handles.DrawingScope(transform.localToWorldMatrix); + Handles.DrawWireCube(Vector3.zero, Vector2.one * size); + + if (smoothedPaints.Count == 0) + return; + + var dh = 1f / smoothedPaints.Count; + var h = 0f; + foreach (var points in smoothedPaints) + { + using var col = new Handles.DrawingScope(Color.HSVToRGB(h, 0.7f, 0.8f)); + foreach (var point in points) + { + Handles.DrawWireDisc(new Vector3(point.x, point.y, 0), Vector3.forward, 0.02f); + } + + //Handles.DrawPolyLine(points.Select(p => new Vector3(p.x, p.y, 0)).ToArray()); + Handles.DrawAAConvexPolygon(points.Select(p => new Vector3(p.x, p.y, 0)).ToArray()); + + h += dh; + } +#endif + } + + private Vector2 ApplyPaintDrop(Vector2 p, Vector2 c, float r) + { + var d = Vector2.Distance(p, c); + + if (d > r) + { + return c + (p - c) * Mathf.Sqrt(1 + (r * r) / (d * d)); + } + + var edge = c + (p - c) * (r / d + 0.002f); + return ApplyPaintDrop(edge, c, r); + } + + private List ResamplePoints(List points, float minSpacing, float maxSpacing) + { + List newPoints = new List(); + int count = points.Count; + + for (int i = 0; i < count; i++) + { + Vector2 p1 = points[i]; + Vector2 p2 = points[(i + 1) % count]; + float dist = Vector2.Distance(p1, p2); + + newPoints.Add(p1); + + if (dist > maxSpacing) + { + int numNewPoints = Mathf.FloorToInt(dist / minSpacing); + for (int j = 1; j <= numNewPoints; j++) + { + float t = j / (float)(numNewPoints + 1); + newPoints.Add(Vector2.Lerp(p1, p2, t)); + } + } + } + return newPoints; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/DroppingPaint.cs.meta b/Assets/Scripts/DroppingPaint.cs.meta new file mode 100644 index 0000000..7044cc5 --- /dev/null +++ b/Assets/Scripts/DroppingPaint.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3fef2e099165d0e4985a0e609109e853 \ No newline at end of file diff --git a/Assets/Test-DroppingPaint.meta b/Assets/Test-DroppingPaint.meta new file mode 100644 index 0000000..b9568df --- /dev/null +++ b/Assets/Test-DroppingPaint.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 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