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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using DentedPixel;
- // This class is to test the upper limits of a complex spline
- public class PathSplinePerformance : MonoBehaviour {
- public GameObject trackTrailRenderers;
- public GameObject car;
- public GameObject carInternal;
- public float circleLength = 10f;
- public float randomRange = 1f;
- public int trackNodes = 30;
- public float carSpeed = 30f;
- public float tracerSpeed = 2f;
- private LTSpline track;
- private int trackIter = 1;
- private float carAdd;
- private float trackPosition; // ratio 0,1 of the avatars position on the track
- void Start () {
- Application.targetFrameRate = 240;
- // Make the track from the provided transforms
- List<Vector3> randList = new List<Vector3>();
- float degree = 0f;
- int nodeLength = trackNodes + 1;// We need to add some extra because the first and last nodes just act as *guides* to the first and last curvature
- for(int i = 0; i < nodeLength; i++){
- float x = Mathf.Cos( degree * Mathf.Deg2Rad ) * circleLength + Random.Range(0f, randomRange);
- float z = Mathf.Sin( degree * Mathf.Deg2Rad ) * circleLength + Random.Range(0f, randomRange);
- randList.Add( new Vector3(x,1f,z ) );
- degree += 360f/(float)trackNodes;
- }
- randList[0] = randList[ randList.Count-1 ]; // set the zero-ith one as the last position so it will flow smoothly into the first curve
- randList.Add( randList[1] ); // Add the first and second one in, so the circle connects to itself
- randList.Add( randList[2] );
- track = new LTSpline( randList.ToArray() );
- carAdd = carSpeed / track.distance;
- tracerSpeed = track.distance / (carSpeed*1.2f);
- // Optional technique to show the trails in game
- LeanTween.moveSpline( trackTrailRenderers, track, tracerSpeed ).setOrientToPath(true).setRepeat(-1);
- }
-
- void Update () {
- // 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);
- }
- // Update avatar's position on correct track
- track.place( car.transform, trackPosition );
- trackPosition += Time.deltaTime * carAdd;
- if(trackPosition>1f)
- trackPosition = 0f; // We need to keep the ratio between 0-1 so after one we will loop back to the beginning of the track
- }
- // Use this for visualizing what the track looks like in the editor (for a full suite of spline tools check out the LeanTween Editor)
- void OnDrawGizmos(){
- if(track!=null)
- track.drawGizmo( Color.red );
- }
- // 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
- }
- }
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