Files
Ipseity-Demo/Assets/OctoCore/Demo/Scripts/NonEuclidean/NonEuclideanManager.cs
T

236 lines
7.7 KiB
C#

using OctoCore;
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace Unheimlich.NonEuclidean
{
public class NonEuclideanManager : MonoBehaviour
{
public static NonEuclideanManager Instance { get; private set; }
[System.Serializable]
private class Configuration
{
public NonEuclideanRoom StartRoom;
public LayerMask InFrontOfPortalLayer = 1 << 0;
public LayerMask BehindPortalLayer = 1 << 20;
}
[System.Serializable]
private class References
{
public NonEuclideanRoom[] Rooms;
}
[System.Serializable]
private class State
{
public NonEuclideanRoom ActiveRoom;
public NonEuclideanPortal ActivePortal;
}
[SerializeField] private Configuration _configuration;
[SerializeField] private References _references;
[SerializeField, OctoReadOnly] private State _state;
private int _bacwardLayer;
private int _forwardLayer;
private Camera _camera;
public int BackwardLayer => _bacwardLayer;
public int ForwardLayer => _forwardLayer;
public NonEuclideanRoom ActiveRoom => _state.ActiveRoom;
public Camera Camera => _camera;
public NonEuclideanPortal ActivePortal => _state.ActivePortal;
void OnEnable()
{
if (!Instance)
Instance = this;
}
void OnDisable()
{
if (Instance == this)
Instance = null;
}
void Start()
{
_camera = Camera.main;
if (_camera == null)
{
Debug.LogWarning("No MainCamera found");
return;
}
_bacwardLayer = GetFirstLayerFromMask(_configuration.InFrontOfPortalLayer);
_forwardLayer = GetFirstLayerFromMask(_configuration.BehindPortalLayer);
SetActiveRoom(_configuration.StartRoom);
}
void Update()
{
EvaluatePortals();
}
void EvaluatePortals()
{
bool checkPortals = true;
if (_state.ActivePortal)
checkPortals = !_state.ActivePortal.IsPortalPassed();
if (checkPortals)
{
NonEuclideanPortal shouldBeActivatedPortal = _state.ActivePortal;
float minDist = float.MaxValue;
foreach (NonEuclideanPortal portal in ActiveRoom.Portals)
{
// Is camera behind portal
if (portal.transform.InverseTransformPoint(_camera.transform.position).z < 0)
{
Vector3 portalDir = (transform.position - _camera.transform.position).normalized;
Vector3 viewDir = _camera.transform.forward;
float angle = Vector3.Angle(viewDir, portalDir);
// Is camera pointing to portal
if (angle < 80)
{
float dist = Vector3.Distance(portal.transform.position, _camera.transform.position);
// Is this portal nearest than other portal
if (dist < minDist)
{
minDist = dist;
shouldBeActivatedPortal = portal;
}
}
}
}
if (_state.ActivePortal != shouldBeActivatedPortal)
{
if (_state.ActivePortal)
_state.ActivePortal.Activate(false);
_state.ActivePortal = shouldBeActivatedPortal;
if (_state.ActivePortal)
_state.ActivePortal.Activate(true);
ConfigureRooms();
Debug.Log($"[PortalManager] Portal activated: {_state.ActivePortal.name}");
}
}
}
public void SetActiveRoom(NonEuclideanRoom activeRoom)
{
if (_state.ActivePortal)
{
_state.ActivePortal.Activate(false);
_state.ActivePortal = null;
}
_state.ActiveRoom = activeRoom;
ConfigureRooms();
}
private void ConfigureRooms()
{
// Set active or not rooms
foreach (NonEuclideanRoom room in _references.Rooms)
{
bool isActiveRoom = room == _state.ActiveRoom;
bool isTargetRoom = _state.ActivePortal ? room == _state.ActivePortal.TargetRoom : false;
room.gameObject.SetActive(isActiveRoom || isTargetRoom);
}
// Configure Active & Target Rooms
ConfigureRoom(_state.ActiveRoom, false);
if (_state.ActivePortal)
ConfigureRoom(_state.ActivePortal.TargetRoom, true);
}
private void ConfigureRoom(NonEuclideanRoom room, bool isBehindPortal)
{
if (room == null) return;
int layer = isBehindPortal ? _forwardLayer : _bacwardLayer;
SetLayerAndPropertyRecursive(room.gameObject, layer, isBehindPortal);
foreach (Light light in room.GetComponentsInChildren<Light>()) // TMP
{
bool isBehind = layer == NonEuclideanManager.Instance.ForwardLayer;
if (!light.TryGetComponent(out UniversalAdditionalLightData urp))
urp = light.gameObject.AddComponent<UniversalAdditionalLightData>();
urp.renderingLayers = 1u << (isBehind ? 1 : 0);
light.cullingMask = 1 << layer;
}
}
private void SetLayerAndPropertyRecursive(GameObject obj, int layer, bool isBehindPortal)
{
if (obj == null) return;
int currentLayer = obj.layer;
bool shouldPreserveLayer =
currentLayer == LayerMask.NameToLayer("UI") ||
currentLayer == LayerMask.NameToLayer("DetectiveBoard") ||
currentLayer == LayerMask.NameToLayer("Interactable") ||
currentLayer == LayerMask.NameToLayer("Player") ||
currentLayer == LayerMask.NameToLayer("Words") ||
currentLayer == LayerMask.NameToLayer("Listenable") ||
currentLayer == LayerMask.NameToLayer("HandsTouch");
if (!shouldPreserveLayer)
{
obj.layer = layer;
}
Collider collider = obj.GetComponent<Collider>();
if (collider)
{
collider.enabled = !isBehindPortal;
}
Renderer renderer = obj.GetComponent<Renderer>();
if (renderer && !(renderer is CanvasRenderer))
{
/*MaterialPropertyBlock block = new MaterialPropertyBlock();
renderer.GetPropertyBlock(block);
block.SetFloat(IsBehindPortalID, isBehindPortal ? 1 : 0);
renderer.SetPropertyBlock(block);*/
if (isBehindPortal)
renderer.renderingLayerMask = 1u << 1; // Light Layer 1
else
renderer.renderingLayerMask = 1u << 0; // Default
}
foreach (Transform child in obj.transform)
SetLayerAndPropertyRecursive(child.gameObject, layer, isBehindPortal);
}
private int GetFirstLayerFromMask(LayerMask mask)
{
for (int i = 0; i < 32; i++)
{
if ((mask & (1 << i)) != 0)
return i;
}
return 0;
}
}
}