Created
December 19, 2018 10:15
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using UnityEngine; | |
/// <summary> | |
/// [WIP] 行き当たりばったりでクリスマスっぽい何かを作っている | |
/// </summary> | |
[RequireComponent(typeof(MeshRenderer))] | |
public class ChristmasSomething : MonoBehaviour | |
{ | |
[SerializeField] | |
private Vector2Int _texSize = new Vector2Int(300, 300); | |
private Renderer _renderer; | |
[SerializeField] | |
private float _radius = 40f; | |
private Texture2D _canvas; | |
[SerializeField] | |
private Color32 _baseColor = new Color32(0, 0, 0, 255); | |
[SerializeField] | |
private Color32 _addColor = new Color32(255, 255, 255, 255); | |
[SerializeField] | |
private int _interval = 10; | |
[SerializeField] | |
private int _maxParallelDrawCount = 10; | |
[SerializeField] | |
private Transform _camTransform; | |
void Start() | |
{ | |
_renderer = GetComponent<MeshRenderer>(); | |
_canvas = new Texture2D(_texSize.x, _texSize.y); | |
_renderer.material.mainTexture = _canvas; | |
for (int x = 0; x < _texSize.x; x++) | |
{ | |
for (int y = 0; y < _texSize.y; y++) | |
{ | |
_canvas.SetPixel(x, y, _baseColor); | |
} | |
} | |
_canvas.Apply(); | |
} | |
void Update() | |
{ | |
transform.Rotate(new Vector3(0.3f, 1f, 0), Time.deltaTime * 20f); | |
bool isApplyed = false; | |
FadeOut(); | |
if (_interval < 1) | |
{ | |
_interval = 1; | |
} | |
if (Time.frameCount % _interval == 0) | |
{ | |
int count = Random.Range(1, _maxParallelDrawCount); | |
for (int i = 0; i < count; i++) | |
Draw(Random.Range(0, _texSize.x), Random.Range(0, _texSize.y), _radius * Random.Range(0.6f, 1f)); | |
_canvas.Apply(); | |
isApplyed = true; | |
} | |
if (isApplyed == false) | |
_canvas.Apply(); | |
} | |
void LateUpdate() | |
{ | |
_camTransform.LookAt(Vector3.zero); | |
_camTransform.RotateAround(Vector3.zero, Vector3.up, -Time.deltaTime * 20f); | |
} | |
void FadeOut() | |
{ | |
for (int x = 0; x < _texSize.x; x++) | |
{ | |
for (int y = 0; y < _texSize.y; y++) | |
{ | |
var color = _canvas.GetPixel(x, y); | |
var result = Color.Lerp(color, _baseColor, color.b * 0.1f); | |
_canvas.SetPixel(x, y, result); | |
} | |
} | |
} | |
void Draw(int cx, int cy, float radius) | |
{ | |
for (int x = 0; x < _texSize.x; x++) | |
{ | |
for (int y = 0; y < _texSize.y; y++) | |
{ | |
var xx = x - radius; | |
var yy = y - radius; | |
float distance = Mathf.Sqrt(xx * xx + yy * yy); | |
if (distance >= radius) | |
continue; | |
_canvas.SetPixel(x + cx, y + cy, _addColor); | |
} | |
} | |
} | |
} |
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