reafctored project structure; added physics projectile script

This commit is contained in:
Данил Ярош 2025-09-08 11:32:12 +03:00
parent 43e1a99726
commit 5f7d9fb5dc
377 changed files with 57038 additions and 229533 deletions

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// Code that is common to both object and camera attached/fixed gradient skies.
// Both GradientSkyObject.cs and GradientSkyCamera.cs inherit from this class
using UnityEngine;
// Use a unique namespace to ensure there are no name conflicts
namespace Imphenzia
{
public class GradientSkyCommon : MonoBehaviour
{
// Declare a public gradient - change this gradient in the inspector to change the gradient sky
public Gradient gradient = null;
// Declare a cached gradient to detect if any changes have been made so the mesh can be updated
// Hide in inspector - we don't need to see it there (it can't be set to private/protected since those are not serialzied and
// kept between play/edit mode).
[HideInInspector]
public Gradient cacheGradient;
/// <summary>
/// Method to procedurally create a flat mesh divided based on the number of gradient color keys
/// </summary>
/// <returns>Generated mesh</returns>
protected virtual Mesh CreateMesh()
{
// If there is no default gradient, create it first
if (gradient == null)
CreateDefaultGradient();
// Defined width/height variables for the mesh
float _width = 1.0f;
float _height = 1.0f;
// Crete a new mesh
Mesh _mesh = new Mesh();
// Calculate number of vertices (number of color keys * 2)
int _vertexCount = gradient.colorKeys.Length * 2;
// Define arrays for vertices, normals, uvs, and colors - each vertex need all of this
Vector3[] _vertices = new Vector3[_vertexCount];
Vector3[] _normals = new Vector3[_vertexCount];
Vector2[] _uvs = new Vector2[_vertexCount];
Color[] _colors = new Color[_vertexCount];
// iterate through the number of color keys in the gradient
for (int _i = 0; _i < gradient.colorKeys.Length; _i++)
{
// Create a pair of horizontally aligned vertices and calculate the Y-position based on the color key time variable (position in the gradient)
_vertices[_i * 2] = new Vector3(-_width / 2f, gradient.colorKeys[_i].time - (_height / 2f), 0);
_vertices[(_i * 2) + 1] = new Vector3(_width / 2f, gradient.colorKeys[_i].time - (_height / 2f), 0);
// Make sure the normals face backwards (this is so a default created object is aligned to show the gradient)
_normals[_i * 2] = -Vector3.forward;
_normals[(_i * 2) + 1] = -Vector3.forward;
// Calculate the UV position, it's the same as the time value since mesh is 1.0 high
_uvs[_i * 2] = new Vector3(0, gradient.colorKeys[_i].time);
_uvs[(_i * 2) + 1] = new Vector3(1, gradient.colorKeys[_i].time);
// Set the vertex colors based on the color key value
_colors[_i * 2] = gradient.colorKeys[_i].color;
_colors[(_i * 2) + 1] = gradient.colorKeys[_i].color;
}
// Send the vertex array to the mesh
_mesh.vertices = _vertices;
// Define array for triangles of the mesh, each triangle consists of three vertices and we do two triangles at a time (quad)
int[] _triangles = new int[gradient.colorKeys.Length * 6];
// Iterate to create the necessary number of triangles
for (int _i = 0; _i < gradient.colorKeys.Length - 1; _i++)
{
// Triangle 1 = vertices _i * 2 + 0 -> 2 -> 1 -> 0
_triangles[_i * 6] = (_i * 2) + 0;
_triangles[(_i * 6) + 1] = (_i * 2) + 2;
_triangles[(_i * 6) + 2] = (_i * 2) + 1;
// Triangle 2 = vertices _i * 2 + 2 -> 3 -> 1 -> 2
_triangles[(_i * 6) + 3] = (_i * 2) + 2;
_triangles[(_i * 6) + 4] = (_i * 2) + 3;
_triangles[(_i * 6) + 5] = (_i * 2) + 1;
}
// Set triangles, normals, UVs and colors of the mesh from the arrays
_mesh.triangles = _triangles;
_mesh.normals = _normals;
_mesh.uv = _uvs;
_mesh.colors = _colors;
// Create a new cache gradient and copy the values from the actual gradient to the cache
cacheGradient = new Gradient();
GradientColorKey[] _gck = gradient.colorKeys;
GradientAlphaKey[] _gak = gradient.alphaKeys;
cacheGradient.SetKeys(_gck, _gak);
// Return the mesh
return _mesh;
}
/// <summary>
/// Creates a default gradient - whiteish light blue -> blue -> blackish dark blue
/// </summary>
protected virtual void CreateDefaultGradient()
{
// Define arrays for the color and alpha keys
GradientColorKey[] _gradientColorKeys;
GradientAlphaKey[] _gradientAlphaKeys;
// Create the new gradient
gradient = new Gradient();
// Create a new color key array of 3 values
_gradientColorKeys = new GradientColorKey[3];
// Whiteish Light Blue
_gradientColorKeys[0].color = new Color(0.81640625f, 0.8984375f, 0.96484375f);
_gradientColorKeys[0].time = 0f;
// Blue
_gradientColorKeys[1].color = new Color(0.36328125f, 0.703125f, 0.98828125f);
_gradientColorKeys[1].time = 0.5f;
// Blackish Dark Blue
_gradientColorKeys[2].color = new Color(0.0078125f, 0.0078125f, 0.2421875f);
_gradientColorKeys[2].time = 1f;
// Ensure alpha value is always 1
_gradientAlphaKeys = new GradientAlphaKey[2];
_gradientAlphaKeys[0].alpha = 1;
_gradientAlphaKeys[0].time = 0;
_gradientAlphaKeys[1].alpha = 1;
_gradientAlphaKeys[1].time = 1;
// Set the keys for the cradient
gradient.SetKeys(_gradientColorKeys, _gradientAlphaKeys);
}
/// <summary>
/// Verify if color keys are approximately equal. We can't check if they are equal because they are floats so
/// it may be a small fractional difference. This is used to determine if the values have changed upon which the
/// gradient mesh needs to be recreated with new vertex colors.
/// </summary>
/// <param name="_colorKey1"></param>
/// <param name="_colorKey2"></param>
/// <returns></returns>
protected virtual bool IsColorKeyApproxEqual(GradientColorKey _colorKey1, GradientColorKey _colorKey2)
{
if (Mathf.Abs(_colorKey1.time - _colorKey2.time) > 0.01f) return false;
if (Mathf.Abs(_colorKey1.color.r - _colorKey2.color.r) > 0.01f) return false;
if (Mathf.Abs(_colorKey1.color.g - _colorKey2.color.g) > 0.01f) return false;
if (Mathf.Abs(_colorKey1.color.b - _colorKey2.color.b) > 0.01f) return false;
return true;
}
/// <summary>
/// Creates a MeshRenderer disable shadows and occlusion.
/// </summary>
/// <param name="_gameObject"></param>
protected virtual void CreateMeshRenderer(Transform _transform = null)
{
if (_transform == null)
_transform = transform;
MeshRenderer _meshRenderer = _transform.GetComponent<MeshRenderer>();
#if UNITY_2017_2_OR_NEWER
_meshRenderer.allowOcclusionWhenDynamic = false;
#endif
_meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
_meshRenderer.receiveShadows = false;
_meshRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
_meshRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
}
}
}

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// Use this script on a Camera create a fixed size gradient mesh that alwyas follow the camera and renders as a background.
using UnityEngine;
// Use a unique namespace to ensure there are no name conflicts
namespace Imphenzia
{
// Execute in edit mode so gradient is updated if the color gradient is changed
[ExecuteInEditMode]
// This class inherits from GradientSkyCommon.cs where there is common and reusable code
public class GradientSkyCamera : GradientSkyCommon
{
// Allows to select if the gradient should be positioned at Near or Far clipping plane - it has no visual difference, only in the scene window
public enum ClippingPlane { NEAR, FAR }
public ClippingPlane placeAtClippingPlane = ClippingPlane.NEAR;
// Reference to the child gameobject that has the mesh - this is not to pollute the Camera object with mesh related components.
// Hide in inspector - we don't need to see it there (it can't be set to private/protected since those are not serialzied and
// kept between play/edit mode).
[HideInInspector]
public GameObject childObject;
// Private variables to reference camera, camera cached settings, and clipping plane
private Camera _camera;
private float _cacheFieldOfView;
private int _cacheCameraWidth;
private int _cacheCameraHeight;
private ClippingPlane _cacheClippingPlane = ClippingPlane.NEAR;
/// <summary>
/// Destroys the gradient child object if one exists if the component is disabled.
/// </summary>
void OnDisable()
{
DestroyChildObjectIfExists();
}
/// <summary>
/// Creates the gradient child object if the component is enabled
/// </summary>
void OnEnable()
{
CreateOrGetChildObject();
}
/// <summary>
/// Reset is called when a component is added or when reset is pressed for the object in the inspector.
/// </summary>
void Reset()
{
// If the component is not used on a camera- throw error and abort
if (GetComponent<Camera>() == null)
{
Debug.LogError("GameObject must have a camera component - aborting.");
return;
}
_camera = GetComponent<Camera>();
// Unity 5.x renders the skybox so you need to change Camera Clear flag to something else, like SolidColor
if (_camera.clearFlags == CameraClearFlags.Skybox)
{
Debug.LogWarning("You must set Camera Clear Flag in the inspector for the camera to something other than Skybox, use SolidColor for example, in" +
"Unity 5.x for the gradient sky to appear.");
}
// Create a default gradient
CreateDefaultGradient();
// Destroy the child object named CameraFixedGradientSky if one exists (we only want to have one)
DestroyChildObjectIfExists();
// Create the child object
CreateOrGetChildObject();
}
/// <summary>
/// Checks for the existence of a child gameobject named CameraFixedGradientSky and destroys it.
/// </summary>
void DestroyChildObjectIfExists()
{
if (transform.Find("CameraFixedGradientSky") != null)
DestroyImmediate(transform.Find("CameraFixedGradientSky").gameObject);
}
/// <summary>
/// Creates (or gets the) child gameobject
/// </summary>
void CreateOrGetChildObject()
{
// Ensure that the camera component is set if this gets called before reset
_camera = GetComponent<Camera>();
// If there is a child gameobject named CameraFixedGradientSky...
if (transform.Find("CameraFixedGradientSky") != null)
{
// Set it as the childObject
childObject = transform.Find("CameraFixedGradientSky").gameObject;
}
else
{
// Otherwise - create a new gameobject
childObject = new GameObject();
// Set the name of the object - this is used when the object is destroyed so the name is important
childObject.name = "CameraFixedGradientSky";
// Set the parent of the transform to the camera transform
childObject.transform.parent = transform;
// Reset the local rotation so it's "zero"
childObject.transform.localRotation = Quaternion.identity;
// Hide the child gameobject in the inspector - we don't need to see it there
childObject.hideFlags = HideFlags.HideInHierarchy;
// Place the gameobject just behind the near clipping plane or in front of the far clipping plane
if (placeAtClippingPlane == ClippingPlane.NEAR)
childObject.transform.localPosition = new Vector3(0, 0, _camera.nearClipPlane + 0.01f);
else
childObject.transform.localPosition = new Vector3(0, 0, _camera.farClipPlane - 0.01f);
// Add MeshFilter and MeshRenderer components to the child gameobject
childObject.AddComponent<MeshFilter>();
childObject.AddComponent<MeshRenderer>();
// Create a MeshRenderer for the childObject
CreateMeshRenderer(childObject.transform);
// Set the Material to the shader with ZWrite off and RenderQueue set to Gemetry-1000 to ensure it's always rendered as a background
Material _material = new Material(Shader.Find("Custom/VertexColorCamera"));
childObject.GetComponent<MeshRenderer>().sharedMaterial = _material;
}
// Set the cached clipping plane to the clipping plane used so we can compare if it's changed
_cacheClippingPlane = placeAtClippingPlane;
// Create the gradient mesh and sett it to the sharedMesh for the MeshFilter
childObject.GetComponent<MeshFilter>().sharedMesh = CreateMesh();
// Set the mesh local scale to ensure it fills the camera based on its position and camera field of view and size
SetMeshLocalScale();
}
/// <summary>
/// Check if the gradient values and cached gradient values are different - if they are, recreate the mesh to update the gradient.
/// Checks if camera values and cached camera values are different - if they are, rescale the mesh to ensure it covers the entire screen.
/// </summary>
void Update()
{
// If the field of view has changed for the camera, the size of the mesh needs updating
if (Mathf.Abs(_camera.fieldOfView - _cacheFieldOfView) > 0.01f ||
_camera.pixelWidth != _cacheCameraWidth ||
_camera.pixelHeight != _cacheCameraHeight)
SetMeshLocalScale();
if (cacheGradient == null)
{
childObject.GetComponent<MeshFilter>().sharedMesh = CreateMesh();
return;
}
// If the number of color keys in the gradient and the cache gradient don't match...
if (gradient.colorKeys.Length != cacheGradient.colorKeys.Length)
{
// Recreate the mesh with the correct number of keys (this also updates the cached gradient)
childObject.GetComponent<MeshFilter>().sharedMesh = CreateMesh();
// Return, we don't need to check if any other changes have been made this frame since the mesh is already recreated
return;
}
// Iterate through the number of color keys...
for (int _i = 0; _i < gradient.colorKeys.Length; _i++)
{
// If any color key in the gradient doesn't match the value of the cache...
if (!IsColorKeyApproxEqual(gradient.colorKeys[_i], cacheGradient.colorKeys[_i]))
{
// Recreate the mesh with the correct number of keys (this also updates the cached gradient)
childObject.GetComponent<MeshFilter>().sharedMesh = CreateMesh();
// Return, we don't need to check if any more values are different this frame since the mesh is already recreated
return;
}
}
// If the clipping plane has changed, recreate the object and place it at the correct position
if (placeAtClippingPlane != _cacheClippingPlane)
{
DestroyChildObjectIfExists();
CreateOrGetChildObject();
}
}
/// <summary>
/// Sets the scale of the mesh based on camera properties to ensure it convers the entire viewport/screen and nothing more.
/// </summary>
void SetMeshLocalScale()
{
// Get a reference to the camera
Camera _camera = GetComponent<Camera>();
// ResetAspect needs to be called to ensure that aspect ratio is updated when changing between aspect ratios and between edit/play
_camera.ResetAspect();
// Calculate the furstrum height based on position and field of view
float _frustumHeight = 2.0f * childObject.transform.localPosition.z * Mathf.Tan(_camera.fieldOfView * 0.5f * Mathf.Deg2Rad);
// Set the local scale width/height
childObject.transform.localScale = new Vector3(_frustumHeight * _camera.aspect, (_frustumHeight * _camera.aspect) / _camera.aspect, 0);
// Update the cache for increased performance
_cacheFieldOfView = _camera.fieldOfView;
_cacheCameraWidth = _camera.pixelWidth;
_cacheCameraHeight = _camera.pixelHeight;
}
}
}

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// Use this script on an empty gameobject to create a gradient mesh. Scale the object as necessary.
using UnityEngine;
// Use a unique namespace to ensure there are no name conflicts
namespace Imphenzia
{
// Requrie MeshFilter and MeshRenderer components
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
// Execute in edit mode so gradient is updated if the color gradient is changed
[ExecuteInEditMode]
// This class inherits from GradientSkyCommon.cs where there is common and reusable code
public class GradientSkyObject : GradientSkyCommon
{
// Keep a reference to the MeshFilter component for increased performance - but hide in Inspector since we don't need to see it
// We keep it public instead of private so it becomes serialized and maintains persistence between edit/play mode.
[HideInInspector]
public MeshFilter meshFilter;
/// <summary>
/// Reset is called when a component is added or when reset is pressed for the object in the inspector.
/// </summary>
void Reset()
{
// Create a default gradient (see GradientSkyCommon.cs)
CreateDefaultGradient();
// Get a reference for the MeshFilter component (for better performance since we need to check it in every Update()
meshFilter = GetComponent<MeshFilter>();
// Create a mesh and set it to become the mesh of the MeshFilter (see GradientSkyCommon.cs)
meshFilter.sharedMesh = CreateMesh();
// Create a MeshRenderer (see GradientSkyCommon.cs)
CreateMeshRenderer();
// Set the Material to the shader with without any Zwrite and RenderQueue tags
Material _material = new Material(Shader.Find("Custom/VertexColorObject"));
GetComponent<MeshRenderer>().sharedMaterial = _material;
// Set an initial scale of the object so the sky becomes easily visible
transform.localScale = new Vector3(20, 10, 1);
}
/// <summary>
/// Check if the gradient values and cached gradient values are different - if they are, recreate the mesh to update the gradient.
/// </summary>
void Update()
{
// If the number of color keys in the gradient and the cache gradient don't match...
if (gradient.colorKeys.Length != cacheGradient.colorKeys.Length)
{
// Recreate the mesh with the correct number of keys (this also updates the cached gradient)
meshFilter.sharedMesh = CreateMesh();
// Return, we don't need to check if any other changes have been made this frame since the mesh is already recreated
return;
}
// Iterate through the number of color keys...
for (int _i = 0; _i < gradient.colorKeys.Length; _i++)
{
// If any color key in the gradient doesn't match the value of the cache...
if (!IsColorKeyApproxEqual(gradient.colorKeys[_i], cacheGradient.colorKeys[_i]))
{
// Recreate the mesh with the correct number of keys (this also updates the cached gradient)
meshFilter.sharedMesh = CreateMesh();
// Return, we don't need to check if any more values are different this frame since the mesh is already recreated
return;
}
}
}
}
}

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// Plain Vertex Color Shader with background render queue and zwrite disabled
Shader "Custom/VertexColorCamera" {
Properties{
}
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