Predective algo
This commit is contained in:
44
Assets/Scripts/Mover/MoverSettingsManager.cs
Normal file
44
Assets/Scripts/Mover/MoverSettingsManager.cs
Normal file
@@ -0,0 +1,44 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class MoverSettingsManager : MonoBehaviour
|
||||
{
|
||||
public Slider xSlider,ySlider;
|
||||
public Button btnClose,btnSave,btnRestart;
|
||||
public PredictiveMover mover;
|
||||
|
||||
public GameObject panel;
|
||||
public GameObject activator;
|
||||
|
||||
void Start()
|
||||
{
|
||||
xSlider.onValueChanged.AddListener(OnSettingsChanged);
|
||||
ySlider.onValueChanged.AddListener(OnSettingsChanged);
|
||||
|
||||
btnClose.onClick.AddListener(HideSettings);
|
||||
btnRestart.onClick.AddListener(Restart);
|
||||
m_onSettingsChanged();
|
||||
}
|
||||
|
||||
void HideSettings(){
|
||||
activator.SetActive(true);
|
||||
panel.SetActive(false);
|
||||
}
|
||||
|
||||
void OnSettingsChanged(float useless){
|
||||
m_onSettingsChanged();
|
||||
}
|
||||
|
||||
void m_onSettingsChanged(){
|
||||
mover.multipliers.x = xSlider.value;
|
||||
mover.multipliers.y = ySlider.value;
|
||||
|
||||
mover.RegenerateLines();
|
||||
}
|
||||
|
||||
void Restart(){
|
||||
mover.Restart();
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Mover/MoverSettingsManager.cs.meta
Normal file
11
Assets/Scripts/Mover/MoverSettingsManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 00de3ca2780fc9d4383d675e3bb35bf7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
30
Assets/Scripts/Mover/MoverSettingsPanel.cs
Normal file
30
Assets/Scripts/Mover/MoverSettingsPanel.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class MoverSettingsPanel : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
|
||||
{
|
||||
|
||||
float touchdownTimer =0f;
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
touchdownTimer =0f;
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
if(touchdownTimer > 4){
|
||||
settingsPanel.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
public GameObject settingsPanel;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(touchdownTimer < 5f){
|
||||
touchdownTimer +=Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Mover/MoverSettingsPanel.cs.meta
Normal file
11
Assets/Scripts/Mover/MoverSettingsPanel.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 17228f1c211f8ed4db8114fd85f6b2d8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
123
Assets/Scripts/Mover/PredictiveMover.cs
Normal file
123
Assets/Scripts/Mover/PredictiveMover.cs
Normal file
@@ -0,0 +1,123 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PredictiveMover : MonoBehaviour
|
||||
{
|
||||
|
||||
private Vector3[] points;
|
||||
public List<float> allHits = new List<float>();
|
||||
public LineRenderer line;
|
||||
public GameObject objectToMove;
|
||||
public AudioSource source;
|
||||
public float audioOffset = -0.05f;
|
||||
public Vector2 multipliers;
|
||||
public AnimationCurve lerpCurve;
|
||||
|
||||
public DrawShape botShape, topShape;
|
||||
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
RegenerateLines();
|
||||
}
|
||||
|
||||
public void RegenerateLines()
|
||||
{
|
||||
points = new Vector3[allHits.Count];
|
||||
|
||||
for (int i = 0; i < points.Length; i++)
|
||||
{
|
||||
points[i] = GetPosition(i);
|
||||
}
|
||||
|
||||
line.positionCount = points.Length;
|
||||
line.SetPositions(points);
|
||||
}
|
||||
|
||||
void Start(){
|
||||
Restart();
|
||||
}
|
||||
|
||||
|
||||
void FixedUpdate(){
|
||||
// RegenerateLines();
|
||||
objectToMove.transform.position = Vector3.Lerp(objectToMove.transform.position,GetPositionAtTime(source.time + audioOffset),0.5f);
|
||||
CamFollower.instance.UpdateFrame();
|
||||
}
|
||||
|
||||
public void Restart(){
|
||||
source.time =0;
|
||||
source.Play();
|
||||
|
||||
RegenerateLines();
|
||||
List<Vector3> botPoints = new List<Vector3>();
|
||||
List<Vector3> topPoints = new List<Vector3>();
|
||||
for(int i=0; i < points.Length; i++){
|
||||
if(i%2 == 0){
|
||||
botPoints.Add(points[i]);
|
||||
}else{
|
||||
topPoints.Add(points[i]);
|
||||
}
|
||||
}
|
||||
botShape.Draw(botPoints, new Vector3(0, 30));
|
||||
topShape.Draw(topPoints, new Vector3(0, -30));
|
||||
}
|
||||
|
||||
Vector3 GetPosition(int index)
|
||||
{
|
||||
float hitX = allHits[index];
|
||||
|
||||
float diff = 0;
|
||||
float prevY = 0;
|
||||
|
||||
// Calculate diff and prevY if the index is greater than 0
|
||||
if (index > 0)
|
||||
{
|
||||
diff = allHits[index] - allHits[index - 1];
|
||||
prevY = points[index - 1].y; // Use the already calculated point to avoid recursion
|
||||
}
|
||||
|
||||
float flipSide = index % 2 == 0 ? 1 : -1;
|
||||
float y = prevY + (flipSide * diff * multipliers.y);
|
||||
|
||||
return new Vector3(hitX * multipliers.x, y, 0);
|
||||
}
|
||||
|
||||
public float bouncingIntensity = 0.5f;
|
||||
public Vector3 GetPositionAtTime(float time)
|
||||
{
|
||||
if (points == null || points.Length < 2)
|
||||
{
|
||||
return Vector3.zero; // Return zero if points are not set up
|
||||
}
|
||||
|
||||
// If the time is before the first hit, return the first position
|
||||
if (time <= allHits[0])
|
||||
{
|
||||
return points[0];
|
||||
}
|
||||
|
||||
// If the time is after the last hit, return the last position
|
||||
if (time >= allHits[allHits.Count - 1])
|
||||
{
|
||||
return points[points.Length - 1];
|
||||
}
|
||||
|
||||
// Find the current segment based on the given time
|
||||
for (int i = 0; i < allHits.Count - 1; i++)
|
||||
{
|
||||
if (time >= allHits[i] && time < allHits[i + 1])
|
||||
{
|
||||
Vector3 startPoint = points[i];
|
||||
Vector3 endPoint = points[i + 1];
|
||||
float segmentDuration = allHits[i + 1] - allHits[i];
|
||||
float t = (time - allHits[i]) / segmentDuration;
|
||||
|
||||
float curvedVal = lerpCurve.Evaluate(t);
|
||||
return Vector3.Lerp(startPoint, endPoint,curvedVal);
|
||||
}
|
||||
}
|
||||
|
||||
return Vector3.zero; // Return zero if no valid segment is found (should not happen)
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Mover/PredictiveMover.cs.meta
Normal file
11
Assets/Scripts/Mover/PredictiveMover.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a0f01b5b35bc4d46bbe9ec3a2c09a68
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user