Files
beyond/Assets/Scripts/URPFogZone.cs
szczuras4 63d95580fe intro
2025-07-15 20:41:30 +02:00

205 lines
6.7 KiB
C#

using System.Collections;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteAlways]
[RequireComponent(typeof(Collider))]
public class URPFogZone_Master : MonoBehaviour
{
// --- Publiczne pola ---
[Header("Ustawienia docelowe mg³y")]
public bool targetFogEnabled = true;
public Color targetFogColor = new Color(0.5f, 0.5f, 0.5f);
public FogMode targetFogMode = FogMode.Exponential;
[Header("Ustawienia dla trybu Exponential / Exp2")]
[Range(0f, 1f)]
public float targetFogDensity = 0.02f;
[Header("Ustawienia dla trybu Linear")]
public float targetFogStartDistance = 0f;
public float targetFogEndDistance = 300f;
[Header("Ustawienia przejœcia (tylko w trybie gry)")]
public float transitionDuration = 2.0f;
public string triggerTag = "MainCamera";
// --- Prywatne i statyczne pola ---
private static bool s_defaultsSaved = false;
private static bool s_defaultFogEnabled;
private static Color s_defaultFogColor;
private static FogMode s_defaultFogMode;
private static float s_defaultFogDensity;
private static float s_defaultFogStartDistance;
private static float s_defaultFogEndDistance;
// NOWOŒÆ: Œledzi, która strefa jest obecnie aktywna.
private static URPFogZone_Master s_activeZone = null;
private Coroutine transitionCoroutine;
private Collider zoneCollider;
#if UNITY_EDITOR
private bool isEditorCameraInZone = false;
#endif
// --- Cykl ¿ycia ---
private void OnEnable()
{
zoneCollider = GetComponent<Collider>();
SaveDefaultFogSettings();
#if UNITY_EDITOR
EditorApplication.update += EditorUpdate;
#endif
}
private void OnDisable()
{
// Jeœli ten obiekt by³ ostatni¹ aktywn¹ stref¹, przywróæ domyœlne ustawienia.
if (s_activeZone == this)
{
if (transitionCoroutine != null) StopCoroutine(transitionCoroutine);
RestoreDefaultSettings();
s_activeZone = null;
}
#if UNITY_EDITOR
EditorApplication.update -= EditorUpdate;
#endif
}
// --- Logika dla trybu edycji ---
#if UNITY_EDITOR
private void OnValidate()
{
if (Application.isPlaying) return;
// Zastosuj zmiany tylko jeœli ta strefa jest aktywna
if (s_activeZone == this)
{
ApplyTargetSettingsDirectly();
}
}
private void EditorUpdate()
{
if (Application.isPlaying) return;
var sceneView = SceneView.lastActiveSceneView;
if (sceneView == null || sceneView.camera == null) return;
bool isCurrentlyInside = zoneCollider.bounds.Contains(sceneView.camera.transform.position);
// WEJŒCIE do strefy
if (isCurrentlyInside && s_activeZone != this)
{
s_activeZone = this;
isEditorCameraInZone = true;
ApplyTargetSettingsDirectly();
}
// WYJŒCIE ze strefy
else if (!isCurrentlyInside && s_activeZone == this)
{
s_activeZone = null;
isEditorCameraInZone = false;
RestoreDefaultSettings();
}
}
#endif
// --- Logika dla trybu gry ---
private void OnTriggerEnter(Collider other)
{
if (!Application.isPlaying || !other.CompareTag(triggerTag)) return;
s_activeZone = this;
StartTransition(true);
}
private void OnTriggerExit(Collider other)
{
if (!Application.isPlaying || !other.CompareTag(triggerTag)) return;
// Przywróæ domyœlne tylko jeœli opuszczamy TÊ aktywn¹ strefê.
if (s_activeZone == this)
{
s_activeZone = null;
StartTransition(false);
}
}
// --- Wspólne metody ---
private static void SaveDefaultFogSettings()
{
if (s_defaultsSaved) return;
s_defaultFogEnabled = RenderSettings.fog;
s_defaultFogColor = RenderSettings.fogColor;
s_defaultFogMode = RenderSettings.fogMode;
s_defaultFogDensity = RenderSettings.fogDensity;
s_defaultFogStartDistance = RenderSettings.fogStartDistance;
s_defaultFogEndDistance = RenderSettings.fogEndDistance;
s_defaultsSaved = true;
}
private void ApplyTargetSettingsDirectly()
{
RenderSettings.fog = targetFogEnabled;
RenderSettings.fogMode = targetFogMode;
RenderSettings.fogColor = targetFogColor;
RenderSettings.fogDensity = targetFogDensity;
RenderSettings.fogStartDistance = targetFogStartDistance;
RenderSettings.fogEndDistance = targetFogEndDistance;
#if UNITY_EDITOR
SceneView.RepaintAll();
#endif
}
private static void RestoreDefaultSettings()
{
if (!s_defaultsSaved) return;
RenderSettings.fog = s_defaultFogEnabled;
RenderSettings.fogColor = s_defaultFogColor;
RenderSettings.fogMode = s_defaultFogMode;
RenderSettings.fogDensity = s_defaultFogDensity;
RenderSettings.fogStartDistance = s_defaultFogStartDistance;
RenderSettings.fogEndDistance = s_defaultFogEndDistance;
#if UNITY_EDITOR
SceneView.RepaintAll();
#endif
}
private void StartTransition(bool toTarget)
{
if (transitionCoroutine != null) StopCoroutine(transitionCoroutine);
transitionCoroutine = StartCoroutine(TransitionFogCoroutine(toTarget));
}
IEnumerator TransitionFogCoroutine(bool toTarget)
{
float elapsed = 0f;
Color startColor = RenderSettings.fogColor;
float startDensity = RenderSettings.fogDensity;
float startStartDist = RenderSettings.fogStartDistance;
float startEndDist = RenderSettings.fogEndDistance;
Color finalColor = toTarget ? targetFogColor : s_defaultFogColor;
float finalDensity = toTarget ? targetFogDensity : s_defaultFogDensity;
float finalStartDist = toTarget ? targetFogStartDistance : s_defaultFogStartDistance;
float finalEndDist = toTarget ? targetFogEndDistance : s_defaultFogEndDistance;
RenderSettings.fog = toTarget ? targetFogEnabled : s_defaultFogEnabled;
RenderSettings.fogMode = toTarget ? targetFogMode : s_defaultFogMode;
while (elapsed < transitionDuration)
{
elapsed += Time.deltaTime;
float t = (transitionDuration > 0) ? Mathf.Clamp01(elapsed / transitionDuration) : 1f;
RenderSettings.fogColor = Color.Lerp(startColor, finalColor, t);
RenderSettings.fogDensity = Mathf.Lerp(startDensity, finalDensity, t);
RenderSettings.fogStartDistance = Mathf.Lerp(startStartDist, finalStartDist, t);
RenderSettings.fogEndDistance = Mathf.Lerp(startEndDist, finalEndDist, t);
yield return null;
}
transitionCoroutine = null;
}
}