Tweaks to improve visuals

This commit is contained in:
Daniel Lovell
2024-09-25 11:31:51 -07:00
parent c6e9fe04db
commit 101ff476f0
21 changed files with 772 additions and 245 deletions

View File

@@ -1,65 +0,0 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
public class CameraPanel : MonoBehaviour
{
/*
private RenderTexture _renderTexture;
private Camera _camera;
private RawImage _rawImage;
private Vector2Int _lastScreenSize;
void Start()
{
_rawImage = GetComponentInChildren<RawImage>();
_camera = GameObject.Find("Main Camera").GetComponent<Camera>();
_lastScreenSize = new Vector2Int(Screen.width, Screen.height);
// Create initial RenderTexture
_renderTexture = _rawImage.texture as RenderTexture;
_renderTexture.useDynamicScale = true;
_rawImage.texture = _renderTexture;
if (_camera != null)
{
_camera.targetTexture = _renderTexture;
}
UpdateRenderTextureSize();
}
void Update()
{
Vector2Int currentScreenSize = new Vector2Int(Screen.width, Screen.height);
if (currentScreenSize != _lastScreenSize)
{
UpdateRenderTextureSize();
_lastScreenSize = currentScreenSize;
}
}
void UpdateRenderTextureSize()
{
Vector2 panelSize = GetScaledPanelSize();
float widthScale = Mathf.Clamp01(panelSize.x / Screen.width);
float heightScale = Mathf.Clamp01(panelSize.y / Screen.height);
// Use the smaller scale to maintain aspect ratio
float scale = Mathf.Min(widthScale, heightScale);
// Update ScalableBufferManager
ScalableBufferManager.ResizeBuffers(scale, scale);
}
Vector2 GetScaledPanelSize()
{
RectTransform panelRectTransform = GetComponent<RectTransform>();
Vector2 panelSize = panelRectTransform.rect.size;
return new Vector2(
panelSize.x * panelRectTransform.lossyScale.x,
panelSize.y * panelRectTransform.lossyScale.y
);
}
*/
}

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@@ -72,7 +72,9 @@ public class SimManager : MonoBehaviour {
// Slow down time by simulationConfig.timeScale
if (Instance == this) {
StartSimulation();
ResumeSimulation();
}
}
public void SetTimeScale(float timeScale) {
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public void StartSimulation() {
InitializeSimulation();
simulationRunning = true;
OnSimulationStarted?.Invoke();
}
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Debug.Log("Simulation ended");
// Reset simulation time
_elapsedSimulationTime = 0f;
simulationRunning = true;
simulationRunning = IsSimulationRunning();
// Clear existing missiles and targets
foreach (var interceptor in _interceptors) {