SW-ramon-dyzman/Assets/Scripts/main.cs

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using System.Collections.Generic;
using UnityEngine;
public class main : MonoBehaviour
{
//camera GUI
float m_FieldOfView = 60.0f;
float m_camPosX = 0.0f;
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float m_camPosY = 0.0f;
float m_camPosZ = 0.0f;
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float m_camLookAtX = 0.0f;
float m_camLookAtY = 0.0f;
float m_camLookAtZ = 0.0f;
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float newCameraPosX = 0.0f;
float newCameraPosY = 0.0f;
float newCameraPosZ = 0.0f;
float camera_rotation = 1.1f;
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float camera_r = 20f;
Vector3 lightDir = new Vector3(10.0f, 10.0f, 10.0f);
//components
GameObject mainCamera;
GameObject directionalLight;
int numOfTrees;
int numOfRows;
//prefabs
public GameObject tree1;
public GameObject tree2;
public GameObject tree3;
public GameObject tree4;
public GameObject tree5;
public GameObject tree6;
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public System.Random random = new System.Random();
public List<GameObject> renderedTrees = new List<GameObject>();
float treesZSlider = 0.0f;
float treesXSlider = 0.0f;
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float lightIntensity = 2.0f;
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GameObject selectRandomTree()
{
var list = new List<GameObject> { tree1, tree2, tree3, tree4, tree5, tree6 };
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var index = UnityEngine.Random.Range(0, list.Count - 1);
return list[index];
}
void Start()
{
//camera
mainCamera = new GameObject();
mainCamera.AddComponent<Camera>();
mainCamera.transform.position = new Vector3(m_camPosX, m_camPosY, m_camPosZ);
mainCamera.transform.LookAt(new Vector3(m_camLookAtX, m_camLookAtY, m_camLookAtZ), new Vector3(0.0f, 1.0f, 0.0f));
mainCamera.name = "MainCamera";
//--------------------------------------------------------------------------------------------------------------------
//directional light
directionalLight = new GameObject();
directionalLight.AddComponent<Light>();
directionalLight.name = "Directional Light";
directionalLight.GetComponent<Light>().type = LightType.Directional;
directionalLight.GetComponent<Light>().shadows = LightShadows.Soft;
directionalLight.GetComponent<Light>().color = Color.white;
directionalLight.GetComponent<Light>().useColorTemperature = true;
directionalLight.GetComponent<Light>().colorTemperature = 5900;
directionalLight.transform.position = new Vector3(10, 10.0f, 10.0f);
directionalLight.transform.Rotate(lightDir.x, lightDir.y, lightDir.z, Space.Self);
//---------------------------------------------------------------------------------------------------------------------
// create prefabs
int positionShift_x = 500;
int positionShift_z = 500;
int treesNumber = 50;
int rowsNumber = 10;
int gridShiftX = 10;
int gridShiftZ = 10;
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int randomShiftX;
int randomShiftZ;
numOfTrees = treesNumber;
numOfRows = rowsNumber;
int maxShiftValue = 5;
for (int i=0; i<treesNumber * gridShiftX; i+=gridShiftX)
{
for(int k=0; k<rowsNumber * gridShiftZ; k+=gridShiftZ)
{
randomShiftX = random.Next(0, maxShiftValue);
randomShiftZ = random.Next(0, maxShiftValue);
renderedTrees.Add(Instantiate(selectRandomTree(), new Vector3(i + positionShift_x + randomShiftX, 1, k + positionShift_z + randomShiftZ), Quaternion.identity));
}
}
}
void Update()
{
mainCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
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newCameraPosX = camera_r * Mathf.Cos(camera_rotation) + 500f + m_camPosX;
newCameraPosY = 10f + m_camPosY;
newCameraPosZ = camera_r * Mathf.Sin(camera_rotation) + 500f + m_camPosZ;
mainCamera.GetComponent<Camera>().transform.position = new Vector3(newCameraPosX, newCameraPosY, newCameraPosZ);
mainCamera.GetComponent<Camera>().transform.LookAt(new Vector3(500f + m_camLookAtX, 1f + m_camLookAtY, 500f + m_camLookAtZ));
camera_rotation += 0.001f;
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int index = 0;
renderedTrees.ForEach(elem => {
var currentPosition = elem.transform.position;
float shiftValueZ = treesZSlider * ((index % numOfRows) - numOfRows/2);
float shiftValueX = treesXSlider * ( index / numOfRows - numOfTrees/2);
elem.transform.position = new Vector3(currentPosition.x + shiftValueX, currentPosition.y, currentPosition.z + shiftValueZ);
index++;
});
treesZSlider = 0;
treesXSlider = 0;
directionalLight.GetComponent<Light>().intensity = lightIntensity;
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}
void OnGUI()
{
GUI.Label(new Rect(10, 20, 60, 20), "FOV");
m_FieldOfView = GUI.HorizontalSlider(new Rect(70, 20, 150, 20), m_FieldOfView, 20.0f, 150.0f);
GUI.Label(new Rect(10, 45, 60, 20), "camPosX");
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m_camPosX = GUI.HorizontalSlider(new Rect(70, 45, 150, 20), m_camPosX, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 70, 60, 20), "camPosY");
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m_camPosY = GUI.HorizontalSlider(new Rect(70, 70, 150, 20), m_camPosY, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 95, 60, 20), "camPosZ");
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m_camPosZ = GUI.HorizontalSlider(new Rect(70, 95, 150, 20), m_camPosZ, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 120, 60, 20), "LookAtX");
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m_camLookAtX = GUI.HorizontalSlider(new Rect(70, 120, 150, 20), m_camLookAtX, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 150, 60, 20), "LookAtY");
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m_camLookAtY = GUI.HorizontalSlider(new Rect(70, 145, 150, 20), m_camLookAtY, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 170, 60, 20), "LookAtZ");
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m_camLookAtZ = GUI.HorizontalSlider(new Rect(70, 170, 150, 20), m_camLookAtZ, -300.0f, 300.0f);
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GUI.Label(new Rect(10, 190, 60, 20), "CameraR");
camera_r = GUI.HorizontalSlider(new Rect(70, 190, 150, 20), camera_r, -150.0f, 150.0f);
GUI.Label(new Rect(10, 210, 60, 20), "TreesZSlider");
treesZSlider = GUI.HorizontalSlider(new Rect(70, 210, 150, 20), treesZSlider, -30.0f, 30.0f);
GUI.Label(new Rect(10, 230, 60, 20), "TreesXSlider");
treesXSlider = GUI.HorizontalSlider(new Rect(70, 230, 150, 20), treesXSlider, -30.0f, 30.0f);
GUI.Label(new Rect(10, 250, 60, 20), "LightSlider");
lightIntensity = GUI.HorizontalSlider(new Rect(70, 250, 150, 20), lightIntensity, 0.0f, 10.0f);
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}
}