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CityBlockState.cs
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CityBlockState.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(AudioSource))]
public class CityBlockState : MonoBehaviour {
protected CityBlock parent;
public AudioClip[] plopSounds;
[SerializeField, Tooltip("more capitalist, values approaching 1.0")]
private float rightCap;
[SerializeField]
private CityBlockState rightTransitionPrefab;
[Range(0.0f, 1.0f), SerializeField]
private float randomHeightMultiplierRange = 0.1f;
[SerializeField, Tooltip("more communist, values approaching -1.0")]
private float leftCap;
[SerializeField]
private CityBlockState leftTransitionPrefab;
[Range(-10.0f, 10.0f)]
public float happinessGain = 0.5f;
[Range(-10.0f, 10.0f)]
public float cashFlowGain = 0.5f;
private bool disabled = true;
private bool canTransition = true;
private static Dictionary<string, Mesh> batchedMeshes = new Dictionary<string, Mesh>();
[ContextMenu("Batchy")]
private void CreateBatches()
{
foreach (SkinnedMeshRenderer r in FindObjectsOfType<SkinnedMeshRenderer>())
{
r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
r.receiveShadows = false;
}
/*foreach (var o in FindObjectsOfType<CityBlockState>())
{
Animator[] renderers = o.GetComponentsInChildren<Animator>();
foreach (var render in renderers)
{
//render.StartPlayback();
//render.PlayInFixedTime("Show", 0, 1.0f);
SkinnedMeshRenderer r;
AnimationClip c = render.GetComponent<Animation>().GetClip("Show"); //render.GetNextAnimatorClipInfo(0)[0].clip;
Debug.Log(c.ToString());
c.SampleAnimation(render.gameObject, c.length);
//render.StopPlayback();
}
}*/
}
private void Freeze()
{
SkinnedMeshRenderer[] renderers = GetComponentsInChildren<SkinnedMeshRenderer>();
for (int i = 0; i < renderers.Length; i++)
{
string key = renderers[i].sharedMesh.name;
if (!batchedMeshes.ContainsKey(key))
{
Debug.Log(key);
Mesh m = new Mesh();
Vector3 lScale = renderers[i].GetComponentInParent<Animator>().transform.localScale;
renderers[i].GetComponentInParent<Animator>().transform.localScale = Vector3.one;//new Vector3(lScale.x, 1.0f, lScale.z);
renderers[i].BakeMesh(m);
batchedMeshes.Add(key, m);
renderers[i].GetComponentInParent<Animator>().transform.localScale = lScale;
}
GameObject staticMesh = new GameObject("StaticMeshInstance");
staticMesh.transform.parent = renderers[i].transform.parent;
staticMesh.transform.localPosition = renderers[i].transform.localPosition;
staticMesh.transform.localRotation = renderers[i].transform.localRotation;
staticMesh.transform.localScale = Vector3.one;//renderers[i].transform.localScale;
staticMesh.AddComponent<MeshFilter>().sharedMesh = batchedMeshes[key];
staticMesh.AddComponent<MeshRenderer>().sharedMaterial = renderers[i].sharedMaterial;
staticMesh.GetComponent<MeshRenderer>().receiveShadows = false;
staticMesh.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
renderers[i].enabled = false;
}
}
private void UnFreeze()
{
foreach (var m in GetComponentsInChildren<MeshRenderer>())
{
m.enabled = false;
}
foreach (var m in GetComponentsInChildren<SkinnedMeshRenderer>())
{
m.enabled = true;
}
}
void Start()
{
parent = transform.parent.GetComponent<CityBlock>();
StartCoroutine(Appear());
transform.localRotation = Quaternion.Euler(0, 90 * Random.Range(0, 3), 0);
}
private void PlayRandomPlop()
{
if (plopSounds.Length != 0) // && Vector3.Distance(transform.position, Camera.main.transform.position) < 50.0f)
GetComponent<AudioSource>().PlayOneShot(plopSounds[Random.Range(0, plopSounds.Length)]);
}
void StopSimulation()
{
StopAllCoroutines();
enabled = false;
}
void LateUpdate()
{
if (disabled) return;
Game.cashFlowAggregate += cashFlowGain * Time.deltaTime;
Game.happinessAggregate += happinessGain * Time.deltaTime;
if (!canTransition) return;
if (leftTransitionPrefab != null && parent.leaning <= leftCap)
{
StartCoroutine(FadeToNext(leftTransitionPrefab));
} else if(rightTransitionPrefab != null && rightCap <= parent.leaning)
{
StartCoroutine(FadeToNext(rightTransitionPrefab));
}
parent.leaning = Mathf.Clamp(parent.leaning, leftCap, rightCap);
}
private IEnumerator Appear()
{
float t = Time.time;
var anims = GetComponentsInChildren<Animator>();
foreach(Animator a in anims) {
a.SetTrigger("Show");
Vector3 scale = a.transform.localScale;
scale.y *= 1 + Random.Range(0.0f, randomHeightMultiplierRange);
a.transform.localScale = scale;
PlayRandomPlop();
yield return new WaitForSeconds(Random.Range(0.02f, 0.2f));
}
foreach (Animator a in anims)
{
bool b = true;
b &= Mathf.Approximately(a.GetCurrentAnimatorStateInfo(0).normalizedTime, 1.0f);
if (b)
{
break;
}
yield return null;
}
yield return new WaitForSeconds(0.2f);
disabled = false;
Freeze();
}
private IEnumerator FadeToNext(CityBlockState state)
{
UnFreeze();
canTransition = false;
foreach (Animator a in GetComponentsInChildren<Animator>())
{
a.SetTrigger("Hide");
yield return new WaitForSeconds(Random.Range(0.02f, 0.2f));
}
yield return new WaitForSeconds(1.0f);
var obj = Instantiate<CityBlockState>(state);
obj.transform.parent = parent.transform;
obj.transform.localPosition = Vector3.down * 0.05f;
disabled = true;
Destroy(gameObject);
}
}