WinterJamSnowman/Assets/LeanTween/Examples/Scripts/PathSplineEndless.cs

126 lines
4.5 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DentedPixel;
public class PathSplineEndless : MonoBehaviour {
public GameObject trackTrailRenderers;
public GameObject car;
public GameObject carInternal;
public GameObject[] cubes;
private int cubesIter;
public GameObject[] trees;
private int treesIter;
public float randomIterWidth = 0.1f;
private LTSpline track;
private List<Vector3> trackPts = new List<Vector3>();
private int zIter = 0;
private float carIter = 0f;
private float carAdd;
private int trackMaxItems = 15;
private int trackIter = 1;
private float pushTrackAhead = 0f;
private float randomIter = 0f;
void Start () {
// Setup initial track points
for(int i = 0; i < 4; i++){
addRandomTrackPoint();
}
refreshSpline();
// Animate in track ahead of the car
LeanTween.value(gameObject, 0, 0.3f, 2f).setOnUpdate( ( float val )=>{
pushTrackAhead = val;
});
}
void Update () {
float zLastDist = (trackPts[ trackPts.Count - 1].z - transform.position.z);
if(zLastDist < 200f){ // if the last node is too close we'll add in a new point and refresh the spline
addRandomTrackPoint();
refreshSpline();
}
// Update avatar's position on correct track
track.place( car.transform, carIter );
carIter += carAdd * Time.deltaTime;
// we'll place the trail renders always a bit in front of the car
track.place( trackTrailRenderers.transform, carIter + pushTrackAhead );
// Switch tracks on keyboard input
float turn = Input.GetAxis("Horizontal");
if(Input.anyKeyDown){
if(turn<0f && trackIter>0){
trackIter--;
playSwish();
}else if(turn>0f && trackIter < 2){ // We have three track "rails" so stopping it from going above 3
trackIter++;
playSwish();
}
// Move the internal local x of the car to simulate changing tracks
LeanTween.moveLocalX(carInternal, (trackIter-1)*6f, 0.3f).setEase(LeanTweenType.easeOutBack);
}
}
// Simple object queuing system
GameObject objectQueue( GameObject[] arr, ref int lastIter ){
lastIter = lastIter>=arr.Length-1 ? 0 : lastIter+1;
// Reset scale and rotation for a new animation
arr[ lastIter ].transform.localScale = Vector3.one;
arr[ lastIter ].transform.rotation = Quaternion.identity;
return arr[ lastIter ];
}
void addRandomTrackPoint(){
float randX = Mathf.PerlinNoise(0f, randomIter);
randomIter += randomIterWidth;
Vector3 randomInFrontPosition = new Vector3( (randX-0.5f)*20f, 0f, zIter*40f);
// placing the box is just to visualize how the paths get created
GameObject box = objectQueue( cubes, ref cubesIter );
box.transform.position = randomInFrontPosition;
// Line the roads with trees
GameObject tree = objectQueue( trees, ref treesIter );
float treeX = zIter%2==0 ? -15f : 15f;
tree.transform.position = new Vector3( randomInFrontPosition.x + treeX, 0f, zIter*40f);
// Animate in new tree (just for fun)
LeanTween.rotateAround( tree, Vector3.forward, 0f, 1f).setFrom( zIter%2==0 ? 180f : -180f).setEase(LeanTweenType.easeOutBack);
trackPts.Add( randomInFrontPosition ); // Add a future spline node
if(trackPts.Count > trackMaxItems)
trackPts.RemoveAt(0); // Remove the trailing spline node
zIter++;
}
void refreshSpline(){
track = new LTSpline( trackPts.ToArray() );
carIter = track.ratioAtPoint( car.transform.position ); // we created a new spline so we need to update the cars iteration point on this new spline
// Debug.Log("distance:"+track.distance+" carIter:"+carIter);
carAdd = 40f / track.distance; // we want to make sure the speed is based on the distance of the spline for a more constant speed
}
// Make your own LeanAudio sounds at http://leanaudioplay.dentedpixel.com
void playSwish(){
AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 0.005464481f, 1.83897f, 0f), new Keyframe(0.1114856f, 2.281785f, 0f, 0f), new Keyframe(0.2482903f, 2.271654f, 0f, 0f), new Keyframe(0.3f, 0.01670286f, 0f, 0f));
AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.00136725f, 0f, 0f), new Keyframe(0.1482391f, 0.005405405f, 0f, 0f), new Keyframe(0.2650336f, 0.002480127f, 0f, 0f));
AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.2f,0.5f,0f)} ).setWaveNoise().setWaveNoiseScale(1000));
LeanAudio.play( audioClip ); //a:fvb:8,,.00136725,,,.1482391,.005405405,,,.2650336,.002480127,,,8~8,,.005464481,1.83897,,.1114856,2.281785,,,.2482903,2.271654,,,.3,.01670286,,,8~.2,.5,,~~0~~3,1000,1
}
}