feat: add DroppingPaint files

master
hoba 10 months ago
parent c0c267339d
commit 04ef3b3ea7
  1. 146
      Assets/Scripts/DroppingPaint.cs
  2. 2
      Assets/Scripts/DroppingPaint.cs.meta
  3. 8
      Assets/Test-DroppingPaint.meta
  4. 2470
      Assets/Test-DroppingPaint.unity
  5. 7
      Assets/Test-DroppingPaint.unity.meta
  6. 136
      Assets/Test-DroppingPaint/Black.mat
  7. 8
      Assets/Test-DroppingPaint/Black.mat.meta
  8. 104
      Assets/Test-DroppingPaint/GlobalVolumeProfile.asset
  9. 8
      Assets/Test-DroppingPaint/GlobalVolumeProfile.asset.meta
  10. 136
      Assets/Test-DroppingPaint/Gold.mat
  11. 8
      Assets/Test-DroppingPaint/Gold.mat.meta
  12. 136
      Assets/Test-DroppingPaint/Ground.mat
  13. 8
      Assets/Test-DroppingPaint/Ground.mat.meta
  14. BIN
      Assets/Test-DroppingPaint/LightingData.asset
  15. 8
      Assets/Test-DroppingPaint/LightingData.asset.meta
  16. 154
      Assets/Test-DroppingPaint/Lit.mat
  17. 8
      Assets/Test-DroppingPaint/Lit.mat.meta
  18. BIN
      Assets/Test-DroppingPaint/ReflectionProbe-0.exr
  19. 117
      Assets/Test-DroppingPaint/ReflectionProbe-0.exr.meta
  20. 143
      Assets/Test-DroppingPaint/Skybox.mat
  21. 8
      Assets/Test-DroppingPaint/Skybox.mat.meta
  22. 136
      Assets/Test-DroppingPaint/White.mat
  23. 8
      Assets/Test-DroppingPaint/White.mat.meta

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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<List<Vector2>> paints = new List<List<Vector2>>();
private List<List<Vector2>> smoothedPaints = new List<List<Vector2>>();
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<Vector2> ResamplePoints(List<Vector2> points, float minSpacing, float maxSpacing)
{
List<Vector2> newPoints = new List<Vector2>();
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;
}
}
}

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