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| 1 | +// ProjectileVisual3D.cs — 3D pool visual |
| 2 | +// |
| 3 | +// Inherits ProjectileVisualBase. |
| 4 | +// Handles: MeshRenderer (oriented mesh), optional TrailRenderer. |
| 5 | +// |
| 6 | +// ORIENTATION: |
| 7 | +// Uses Quaternion.LookRotation(direction) so the mesh forward (+Z) aligns |
| 8 | +// with the travel direction. For bullet/capsule meshes this gives the |
| 9 | +// correct nose-forward appearance. |
| 10 | +// |
| 11 | +// MESH SELECTION PRIORITY: |
| 12 | +// 1. ProjectileConfigSO.CustomShape mesh (if assigned and Is3D) |
| 13 | +// 2. ProjectileConfigSO.ProjectileSprite → baked quad (2D fallback for 3D) |
| 14 | +// 3. Default unit cube (last resort — replace with your own primitive) |
| 15 | +// |
| 16 | +// END-USER EXTENSION: |
| 17 | +// Derive from this class and override OnInitialise3D(cfg) to swap in |
| 18 | +// custom materials, particle systems, etc.: |
| 19 | +// |
| 20 | +// public class RocketVisual : ProjectileVisual3D |
| 21 | +// { |
| 22 | +// [SerializeField] ParticleSystem _exhaustFlames; |
| 23 | +// |
| 24 | +// protected override void OnInitialise3D(ProjectileConfigSO cfg) |
| 25 | +// { |
| 26 | +// base.OnInitialise3D(cfg); |
| 27 | +// _exhaustFlames.Play(); |
| 28 | +// } |
| 29 | +// |
| 30 | +// protected override void OnReturnToPool() |
| 31 | +// { |
| 32 | +// _exhaustFlames.Stop(); |
| 33 | +// base.OnReturnToPool(); |
| 34 | +// } |
| 35 | +// } |
| 36 | + |
| 37 | +using UnityEngine; |
| 38 | +using MidManStudio.Projectiles.Config; |
| 39 | + |
| 40 | +namespace MidManStudio.Projectiles.Visuals |
| 41 | +{ |
| 42 | + [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] |
| 43 | + public class ProjectileVisual3D : ProjectileVisualBase |
| 44 | + { |
| 45 | + #region Inspector |
| 46 | + |
| 47 | + [Header("3D Renderers")] |
| 48 | + [SerializeField] private MeshFilter _meshFilter; |
| 49 | + [SerializeField] private MeshRenderer _meshRenderer; |
| 50 | + |
| 51 | + [Header("Trail (optional)")] |
| 52 | + [SerializeField] private TrailRenderer _trailRenderer; |
| 53 | + |
| 54 | + [Header("Scale")] |
| 55 | + [Tooltip("Uniform scale multiplier applied on top of the config's FullSizeX.")] |
| 56 | + [SerializeField] private float _scaleMultiplier = 1f; |
| 57 | + |
| 58 | + [Header("Material Fallback")] |
| 59 | + [Tooltip("Material used when the config has no sprite/atlas. " + |
| 60 | + "Should be a simple lit or unlit opaque material.")] |
| 61 | + [SerializeField] private Material _fallbackMaterial; |
| 62 | + |
| 63 | + #endregion |
| 64 | + |
| 65 | + #region State |
| 66 | + |
| 67 | + private static Mesh _defaultCubeMesh; // shared across all instances |
| 68 | + private Material _instancedMaterial; // per-instance to avoid shared-material side-effects |
| 69 | + private bool _trailConfigured; |
| 70 | + private ushort _cachedConfigId; |
| 71 | + private bool _configInitialised; |
| 72 | + |
| 73 | + #endregion |
| 74 | + |
| 75 | + #region Unity Lifecycle |
| 76 | + |
| 77 | + protected override void Awake() |
| 78 | + { |
| 79 | + base.Awake(); |
| 80 | + if (_meshFilter == null) _meshFilter = GetComponent<MeshFilter>(); |
| 81 | + if (_meshRenderer == null) _meshRenderer = GetComponent<MeshRenderer>(); |
| 82 | + } |
| 83 | + |
| 84 | + private void OnDestroy() |
| 85 | + { |
| 86 | + // Clean up per-instance material to avoid leaks |
| 87 | + if (_instancedMaterial != null) |
| 88 | + Destroy(_instancedMaterial); |
| 89 | + } |
| 90 | + |
| 91 | + #endregion |
| 92 | + |
| 93 | + #region ProjectileVisualBase |
| 94 | + |
| 95 | + protected override void ApplyRotation(Vector3 dir) |
| 96 | + { |
| 97 | + // 3D: align mesh forward (+Z) with travel direction |
| 98 | + if (dir.sqrMagnitude < 0.001f) return; |
| 99 | + |
| 100 | + Vector3 up = Mathf.Abs(Vector3.Dot(dir.normalized, Vector3.up)) > 0.99f |
| 101 | + ? Vector3.forward |
| 102 | + : Vector3.up; |
| 103 | + |
| 104 | + transform.rotation = Quaternion.LookRotation(dir.normalized, up); |
| 105 | + } |
| 106 | + |
| 107 | + protected override void OnInitialise(ProjectileConfigSO cfg) |
| 108 | + { |
| 109 | + bool configChanged = !_configInitialised || _cachedConfigId != ConfigId; |
| 110 | + if (configChanged) |
| 111 | + { |
| 112 | + _cachedConfigId = ConfigId; |
| 113 | + _trailConfigured = false; |
| 114 | + _configInitialised = true; |
| 115 | + } |
| 116 | + |
| 117 | + ApplyMesh(cfg); |
| 118 | + ApplyMaterial(cfg); |
| 119 | + ApplyScale(cfg); |
| 120 | + ApplyTrail(cfg); |
| 121 | + |
| 122 | + // Sub-class hook |
| 123 | + OnInitialise3D(cfg); |
| 124 | + } |
| 125 | + |
| 126 | + protected override void OnReturnToPool() |
| 127 | + { |
| 128 | + _configInitialised = false; |
| 129 | + _trailConfigured = false; |
| 130 | + |
| 131 | + if (_meshRenderer != null) |
| 132 | + _meshRenderer.enabled = true; |
| 133 | + |
| 134 | + if (_trailRenderer != null) |
| 135 | + { |
| 136 | + _trailRenderer.emitting = false; |
| 137 | + _trailRenderer.enabled = false; |
| 138 | + _trailRenderer.Clear(); |
| 139 | + } |
| 140 | + |
| 141 | + OnCleanup3D(); |
| 142 | + } |
| 143 | + |
| 144 | + public override void HideProjectile() |
| 145 | + { |
| 146 | + if (_meshRenderer != null) _meshRenderer.enabled = false; |
| 147 | + if (_trailRenderer != null) _trailRenderer.emitting = false; |
| 148 | + } |
| 149 | + |
| 150 | + #endregion |
| 151 | + |
| 152 | + #region Sub-class Hooks |
| 153 | + |
| 154 | + /// <summary> |
| 155 | + /// Called at the end of <see cref="OnInitialise"/> after mesh, material, |
| 156 | + /// scale, and trail have been applied. Override to add game-specific setup. |
| 157 | + /// </summary> |
| 158 | + protected virtual void OnInitialise3D(ProjectileConfigSO cfg) { } |
| 159 | + |
| 160 | + /// <summary> |
| 161 | + /// Called at the start of <see cref="OnReturnToPool"/> before the |
| 162 | + /// base class resets renderers. Override to stop particles/FX etc. |
| 163 | + /// </summary> |
| 164 | + protected virtual void OnCleanup3D() { } |
| 165 | + |
| 166 | + #endregion |
| 167 | + |
| 168 | + #region Visual Setup |
| 169 | + |
| 170 | + private void ApplyMesh(ProjectileConfigSO cfg) |
| 171 | + { |
| 172 | + if (_meshFilter == null) return; |
| 173 | + |
| 174 | + Mesh mesh = null; |
| 175 | + |
| 176 | + // Priority 1: custom shape SO |
| 177 | + if (cfg?.CustomShape != null) |
| 178 | + { |
| 179 | + mesh = cfg.CustomShape.GetMesh(); |
| 180 | + } |
| 181 | + |
| 182 | + // Priority 2: built-in default cube |
| 183 | + if (mesh == null || mesh.vertexCount == 0) |
| 184 | + { |
| 185 | + mesh = GetDefaultCube(); |
| 186 | + } |
| 187 | + |
| 188 | + _meshFilter.sharedMesh = mesh; |
| 189 | + } |
| 190 | + |
| 191 | + private void ApplyMaterial(ProjectileConfigSO cfg) |
| 192 | + { |
| 193 | + if (_meshRenderer == null) return; |
| 194 | + |
| 195 | + // Try to use the config sprite's texture |
| 196 | + Texture2D tex = cfg?.ProjectileSprite?.texture; |
| 197 | + |
| 198 | + if (tex != null) |
| 199 | + { |
| 200 | + // Re-use or create a per-instance material so we don't stomp shared material |
| 201 | + if (_instancedMaterial == null) |
| 202 | + { |
| 203 | + var srcMat = _meshRenderer.sharedMaterial ?? _fallbackMaterial; |
| 204 | + if (srcMat != null) |
| 205 | + _instancedMaterial = new Material(srcMat); |
| 206 | + } |
| 207 | + |
| 208 | + if (_instancedMaterial != null) |
| 209 | + { |
| 210 | + _instancedMaterial.mainTexture = tex; |
| 211 | + _meshRenderer.material = _instancedMaterial; |
| 212 | + } |
| 213 | + } |
| 214 | + else if (_fallbackMaterial != null) |
| 215 | + { |
| 216 | + _meshRenderer.sharedMaterial = _fallbackMaterial; |
| 217 | + } |
| 218 | + |
| 219 | + _meshRenderer.enabled = true; |
| 220 | + _meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; |
| 221 | + _meshRenderer.receiveShadows = false; |
| 222 | + } |
| 223 | + |
| 224 | + private void ApplyScale(ProjectileConfigSO cfg) |
| 225 | + { |
| 226 | + float size = cfg != null ? cfg.FullSizeX * _scaleMultiplier : _scaleMultiplier; |
| 227 | + float aspectY = (cfg != null && cfg.FullSizeX > 0.001f) |
| 228 | + ? cfg.FullSizeY / cfg.FullSizeX : 1f; |
| 229 | + |
| 230 | + // x = length (along forward/travel), y = height, z = width |
| 231 | + transform.localScale = new Vector3(size, size * aspectY, size * aspectY); |
| 232 | + } |
| 233 | + |
| 234 | + private void ApplyTrail(ProjectileConfigSO cfg) |
| 235 | + { |
| 236 | + if (_trailRenderer == null) return; |
| 237 | + |
| 238 | + if (cfg == null || !cfg.HasTrail) |
| 239 | + { |
| 240 | + _trailRenderer.enabled = false; |
| 241 | + _trailRenderer.emitting = false; |
| 242 | + _trailConfigured = false; |
| 243 | + return; |
| 244 | + } |
| 245 | + |
| 246 | + if (!_trailConfigured) |
| 247 | + { |
| 248 | + if (cfg.TrailMaterial != null) |
| 249 | + { |
| 250 | + if (cfg.UseSharedTrailMaterial) |
| 251 | + _trailRenderer.sharedMaterial = cfg.TrailMaterial; |
| 252 | + else |
| 253 | + _trailRenderer.material = cfg.TrailMaterial; |
| 254 | + } |
| 255 | + |
| 256 | + if (cfg.UseGradientOverride && cfg.TrailGradient != null) |
| 257 | + _trailRenderer.colorGradient = cfg.TrailGradient; |
| 258 | + |
| 259 | + _trailRenderer.time = cfg.TrailTime; |
| 260 | + _trailRenderer.startWidth = cfg.TrailStartWidth; |
| 261 | + _trailRenderer.endWidth = cfg.TrailEndWidth; |
| 262 | + _trailRenderer.numCapVertices = cfg.TrailCapVertices; |
| 263 | + _trailRenderer.minVertexDistance = cfg.TrailMinVertexDistance; |
| 264 | + _trailRenderer.alignment = LineAlignment.View; |
| 265 | + |
| 266 | + _trailRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; |
| 267 | + _trailRenderer.receiveShadows = false; |
| 268 | + _trailRenderer.generateLightingData = false; |
| 269 | + _trailRenderer.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion; |
| 270 | + |
| 271 | + _trailConfigured = true; |
| 272 | + } |
| 273 | + |
| 274 | + _trailRenderer.Clear(); |
| 275 | + _trailRenderer.enabled = true; |
| 276 | + _trailRenderer.emitting = true; |
| 277 | + } |
| 278 | + |
| 279 | + #endregion |
| 280 | + |
| 281 | + #region Default Mesh |
| 282 | + |
| 283 | + private static Mesh GetDefaultCube() |
| 284 | + { |
| 285 | + if (_defaultCubeMesh != null && _defaultCubeMesh.vertexCount > 0) |
| 286 | + return _defaultCubeMesh; |
| 287 | + |
| 288 | + // Elongated capsule-like box: 2 units long (Z), 0.15 units wide (X/Y) |
| 289 | + // Tip at +Z, tail at -Z |
| 290 | + float hw = 0.075f, hl = 0.5f; |
| 291 | + |
| 292 | + _defaultCubeMesh = new Mesh { name = "DefaultProjectile3D" }; |
| 293 | + _defaultCubeMesh.vertices = new Vector3[] |
| 294 | + { |
| 295 | + // Front (+Z) |
| 296 | + new(-hw, -hw, hl), new( hw, -hw, hl), |
| 297 | + new( hw, hw, hl), new(-hw, hw, hl), |
| 298 | + // Back (-Z) |
| 299 | + new(-hw, -hw, -hl), new( hw, -hw, -hl), |
| 300 | + new( hw, hw, -hl), new(-hw, hw, -hl), |
| 301 | + }; |
| 302 | + _defaultCubeMesh.uv = new Vector2[] |
| 303 | + { |
| 304 | + new(0,0), new(1,0), new(1,1), new(0,1), |
| 305 | + new(0,0), new(1,0), new(1,1), new(0,1), |
| 306 | + }; |
| 307 | + _defaultCubeMesh.triangles = new int[] |
| 308 | + { |
| 309 | + 0,2,1, 0,3,2, // front |
| 310 | + 5,7,4, 5,6,7, // back |
| 311 | + 3,6,2, 3,7,6, // top |
| 312 | + 1,5,0, 1,4,5, // bottom (note: was 0,4,5 — winding corrected) |
| 313 | + 0,7,3, 0,4,7, // left |
| 314 | + 2,6,1, 1,6,5, // right |
| 315 | + }; |
| 316 | + _defaultCubeMesh.RecalculateNormals(); |
| 317 | + _defaultCubeMesh.RecalculateBounds(); |
| 318 | + return _defaultCubeMesh; |
| 319 | + } |
| 320 | + |
| 321 | + #endregion |
| 322 | + } |
| 323 | +} |
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