| | 1 | | using System; |
| | 2 | | using System.Collections; |
| | 3 | | using UnityEngine; |
| | 4 | |
|
| | 5 | | namespace DCL |
| | 6 | | { |
| | 7 | | //TODO Rename to IAvatar (not now to avoid conflicts) |
| | 8 | | public interface IAvatarLODController : IDisposable |
| | 9 | | { |
| | 10 | | Player player { get; } |
| | 11 | | void SetFullAvatar(); |
| | 12 | | void SetSimpleAvatar(); |
| | 13 | | void SetImpostor(); |
| | 14 | | void SetInvisible(); |
| | 15 | | void UpdateImpostorTint(float distanceToMainPlayer); |
| | 16 | | } |
| | 17 | |
|
| | 18 | | public class AvatarLODController : IAvatarLODController |
| | 19 | | { |
| | 20 | | internal enum State |
| | 21 | | { |
| | 22 | | Invisible, |
| | 23 | | FullAvatar, |
| | 24 | | SimpleAvatar, |
| | 25 | | Impostor, |
| | 26 | | } |
| | 27 | |
|
| | 28 | | private const float TRANSITION_DURATION = 0.5f; |
| | 29 | |
|
| 0 | 30 | | public Player player { get; } |
| | 31 | |
|
| | 32 | | internal float avatarFade; |
| | 33 | | internal float impostorFade; |
| | 34 | |
|
| | 35 | | internal bool SSAOEnabled; |
| | 36 | | internal bool facialFeaturesEnabled; |
| | 37 | |
|
| | 38 | | internal Coroutine currentTransition = null; |
| | 39 | | internal State? lastRequestedState = null; |
| | 40 | |
|
| 11 | 41 | | public AvatarLODController(Player player) |
| | 42 | | { |
| 11 | 43 | | this.player = player; |
| 11 | 44 | | avatarFade = 1; |
| 11 | 45 | | impostorFade = 0; |
| 11 | 46 | | SSAOEnabled = true; |
| 11 | 47 | | facialFeaturesEnabled = true; |
| 11 | 48 | | if (player?.renderer == null) |
| 0 | 49 | | return; |
| 11 | 50 | | player.renderer.SetAvatarFade(avatarFade); |
| 11 | 51 | | player.renderer.SetImpostorFade(impostorFade); |
| 11 | 52 | | } |
| | 53 | |
|
| | 54 | | public void SetFullAvatar() |
| | 55 | | { |
| 3 | 56 | | if (lastRequestedState == State.FullAvatar) |
| 0 | 57 | | return; |
| | 58 | |
|
| 3 | 59 | | lastRequestedState = State.FullAvatar; |
| 3 | 60 | | if (player?.renderer == null) |
| 1 | 61 | | return; |
| | 62 | |
|
| 2 | 63 | | SetAvatarFeatures(true, true); |
| 2 | 64 | | StartTransition(1, 0); |
| 2 | 65 | | } |
| | 66 | |
|
| | 67 | | public void SetSimpleAvatar() |
| | 68 | | { |
| 3 | 69 | | if (lastRequestedState == State.SimpleAvatar) |
| 0 | 70 | | return; |
| | 71 | |
|
| 3 | 72 | | lastRequestedState = State.SimpleAvatar; |
| 3 | 73 | | if (player?.renderer == null) |
| 1 | 74 | | return; |
| | 75 | |
|
| 2 | 76 | | SetAvatarFeatures(false, false); |
| 2 | 77 | | StartTransition(1, 0); |
| 2 | 78 | | } |
| | 79 | |
|
| | 80 | | public void SetImpostor() |
| | 81 | | { |
| 3 | 82 | | if (lastRequestedState == State.Impostor) |
| 0 | 83 | | return; |
| | 84 | |
|
| 3 | 85 | | lastRequestedState = State.Impostor; |
| 3 | 86 | | if (player?.renderer == null) |
| 1 | 87 | | return; |
| | 88 | |
|
| 2 | 89 | | SetAvatarFeatures(false, false); |
| 2 | 90 | | StartTransition(0, 1); |
| 2 | 91 | | } |
| | 92 | |
|
| | 93 | | public void SetInvisible() |
| | 94 | | { |
| 0 | 95 | | if (lastRequestedState == State.Invisible) |
| 0 | 96 | | return; |
| | 97 | |
|
| 0 | 98 | | lastRequestedState = State.Invisible; |
| 0 | 99 | | if (player?.renderer == null) |
| 0 | 100 | | return; |
| | 101 | |
|
| 0 | 102 | | SetAvatarFeatures(false, false); |
| 0 | 103 | | StartTransition(0, 0); |
| 0 | 104 | | } |
| | 105 | |
|
| | 106 | | private void StartTransition(float newTargetAvatarFade, float newTargetImpostorFade) |
| | 107 | | { |
| 6 | 108 | | CoroutineStarter.Stop(currentTransition); |
| 6 | 109 | | currentTransition = CoroutineStarter.Start(Transition(newTargetAvatarFade, newTargetImpostorFade)); |
| 6 | 110 | | } |
| | 111 | |
|
| | 112 | | internal IEnumerator Transition(float targetAvatarFade, float targetImpostorFade, float transitionDuration = TRA |
| | 113 | | { |
| 7 | 114 | | while (!player.renderer.isReady) |
| | 115 | | { |
| 0 | 116 | | yield return null; |
| | 117 | | } |
| | 118 | |
|
| 7 | 119 | | player.renderer.SetAvatarFade(avatarFade); |
| 7 | 120 | | player.renderer.SetImpostorFade(impostorFade); |
| 7 | 121 | | player.renderer.SetRendererEnabled(true); |
| 7 | 122 | | player.renderer.SetImpostorVisibility(true); |
| | 123 | |
|
| 305 | 124 | | while (!Mathf.Approximately(avatarFade, targetAvatarFade) || !Mathf.Approximately(impostorFade, targetImpost |
| | 125 | | { |
| 298 | 126 | | avatarFade = Mathf.MoveTowards(avatarFade, targetAvatarFade, (1f / transitionDuration) * Time.deltaTime) |
| 298 | 127 | | impostorFade = Mathf.MoveTowards(impostorFade, targetImpostorFade, (1f / transitionDuration) * Time.delt |
| 298 | 128 | | player.renderer.SetAvatarFade(avatarFade); |
| 298 | 129 | | player.renderer.SetImpostorFade(impostorFade); |
| 298 | 130 | | yield return null; |
| | 131 | | } |
| | 132 | |
|
| 7 | 133 | | avatarFade = targetAvatarFade; |
| 7 | 134 | | impostorFade = targetImpostorFade; |
| | 135 | |
|
| 7 | 136 | | bool avatarVisibility = !Mathf.Approximately(avatarFade, 0); |
| 7 | 137 | | player.renderer.SetRendererEnabled(avatarVisibility); |
| 7 | 138 | | bool impostorVisibility = !Mathf.Approximately(impostorFade, 0); |
| 7 | 139 | | player.renderer.SetImpostorVisibility(impostorVisibility); |
| 7 | 140 | | currentTransition = null; |
| 7 | 141 | | } |
| | 142 | |
|
| | 143 | | private void SetAvatarFeatures(bool newSSAOEnabled, bool newFacialFeaturesEnabled) |
| | 144 | | { |
| 6 | 145 | | if (SSAOEnabled != newSSAOEnabled) |
| | 146 | | { |
| 5 | 147 | | player.renderer.SetSSAOEnabled(newSSAOEnabled); |
| 5 | 148 | | SSAOEnabled = newSSAOEnabled; |
| | 149 | | } |
| | 150 | |
|
| 6 | 151 | | if (facialFeaturesEnabled != newFacialFeaturesEnabled) |
| | 152 | | { |
| 5 | 153 | | player.renderer.SetFacialFeaturesVisible(newFacialFeaturesEnabled); |
| 5 | 154 | | facialFeaturesEnabled = newFacialFeaturesEnabled; |
| | 155 | | } |
| 6 | 156 | | } |
| | 157 | |
|
| 0 | 158 | | public void UpdateImpostorTint(float distanceToMainPlayer) { player.renderer.SetImpostorColor(AvatarRendererHelp |
| | 159 | |
|
| | 160 | | public void Dispose() |
| | 161 | | { |
| 0 | 162 | | lastRequestedState = null; |
| 0 | 163 | | CoroutineStarter.Stop(currentTransition); |
| 0 | 164 | | } |
| | 165 | | } |
| | 166 | | } |