Tweaks to improve visuals

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

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@ -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) {
@ -83,7 +85,6 @@ public class SimManager : MonoBehaviour {
public void StartSimulation() {
InitializeSimulation();
simulationRunning = true;
OnSimulationStarted?.Invoke();
}
@ -286,7 +287,7 @@ public class SimManager : MonoBehaviour {
Debug.Log("Simulation ended");
// Reset simulation time
_elapsedSimulationTime = 0f;
simulationRunning = true;
simulationRunning = IsSimulationRunning();
// Clear existing missiles and targets
foreach (var interceptor in _interceptors) {

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@ -85,4 +85,4 @@ Quickly switch to predefined camera angles for different perspectives:
- **Pausing for Adjustments**: Use the **Spacebar** to pause the simulation, allowing you to adjust camera angles or settings without interruption.
- **Exploring Views**: Utilize the preset views to quickly jump to different perspectives, making it easier to explore various aspects of the simulation.
We hope this guide enhances your experience. Happy simming!
Happy simming!