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Terrain Footsteps Unity
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System.Linq; | |
public class TerrainSounds : MonoBehaviour | |
{ | |
public Terrain terrain; | |
public List<TerrainTexDef> terrainLayers = new List<TerrainTexDef>(); | |
private Dictionary<TerrainLayer, int> terrainLayerPosLookUp = new Dictionary<TerrainLayer, int>(); | |
private Dictionary<TerrainUtils.TerrainTypes, TerrainTexDef> terrainLayerLookUp = new Dictionary<TerrainUtils.TerrainTypes, TerrainTexDef>(); | |
private void Start() | |
{ | |
foreach (TerrainTexDef ttd in terrainLayers) | |
{ | |
terrainLayerPosLookUp.Add(ttd.terrainlayer, terrainLayerPosLookUp.Count); | |
terrainLayerLookUp.Add(ttd.type, ttd); | |
} | |
} | |
float[,,] currentSplatmapData; | |
public void GetFootstepSound() | |
{ | |
//for safety | |
if (terrain == null || terrainLayerLookUp.Count == 0 || terrain.terrainData.terrainLayers.Length == 0) return; | |
currentSplatmapData = TerrainUtils.GetSplatMapAtPos(transform.position, terrain); | |
TerrainUtils.TerrainTypes typeHighestWeight = TerrainUtils.TerrainTypes.None; | |
float highestValue = -1; | |
Debug.Log("__________________________________"); | |
for (int i = 0; i < terrain.terrainData.terrainLayers.Length; i++) | |
{ | |
//terrainlayer weight on splatmap | |
float currentValue = currentSplatmapData[0, 0, i]; | |
//make sure the terrain layer has been assigned in our dictionary | |
if (!terrainLayerPosLookUp.ContainsKey(terrain.terrainData.terrainLayers[i])) continue; | |
//get all the values for the terrain layer in our dictionary | |
int posInLookUP = terrainLayerPosLookUp[terrain.terrainData.terrainLayers[i]]; | |
TerrainTexDef ttd = terrainLayerLookUp.ElementAt(posInLookUP).Value; | |
//assign the new terrain layer weight back to our dictionary | |
ttd.currentWeight = currentValue; | |
Debug.Log(ttd.terrainlayer.name + ": " + currentValue); | |
if (ttd.footsteps != null) PlayAudio(ttd); | |
if (currentValue < highestValue) continue; | |
highestValue = currentValue; | |
typeHighestWeight = ttd.type; | |
} | |
//foreach (KeyValuePair<TerrainTypes, TerrainTexDef> tlv in terrainLayerLookUp) | |
//{ | |
// Debug.Log(tlv.Key + ": " + tlv.Value.currentWeight); | |
//} | |
Debug.Log("The highest weight is: " + typeHighestWeight); | |
} | |
void PlayAudio(TerrainTexDef ttd) | |
{ | |
//if (ttd.footsteps.isPlaying) return; | |
ttd.footsteps.Play(); | |
ttd.footsteps.volume = ttd.currentWeight; | |
} | |
} | |
public static class TerrainUtils | |
{ | |
public enum TerrainTypes | |
{ | |
None, | |
Sand, | |
Grass, | |
Rock, | |
Mud | |
} | |
public static float[,,] GetSplatMapAtPos(Vector3 worldPos, Terrain terrain) | |
{ | |
// calculate which splat map cell the worldPos falls within (ignoring y) | |
int mapX = (int)(((worldPos.x - terrain.transform.position.x) / terrain.terrainData.size.x) * terrain.terrainData.alphamapWidth); | |
int mapZ = (int)(((worldPos.z - terrain.transform.position.z) / terrain.terrainData.size.z) * terrain.terrainData.alphamapHeight); | |
// get the splat data for this cell as a 1x1xN 3d array (where N = number of textures) | |
return terrain.terrainData.GetAlphamaps(mapX, mapZ, 1, 1); | |
} | |
} | |
[Serializable] | |
public class TerrainTexDef | |
{ | |
public TerrainLayer terrainlayer; | |
public TerrainUtils.TerrainTypes type = TerrainUtils.TerrainTypes.None; | |
public float currentWeight = -1; | |
public AudioSource footsteps = null; | |
} |
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Calling GetSplatMapAtPos every time there's a footstep is very expensive, it's copying a huge 3d array each time from the terrain. This instead should be stored in an array on Awake and the footsteps should sample that.