enemy spawner
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//
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// Kino/Bloom v2 - Bloom filter for Unity
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//
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// Copyright (C) 2015, 2016 Keijiro Takahashi
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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using UnityEngine;
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using UnityEditor;
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namespace Kino
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{
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// Class used for drawing the brightness response curve
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public class BloomGraphDrawer
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{
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#region Public Methods
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// Update internal state with a given bloom instance.
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public void Prepare(Bloom bloom)
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{
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#if UNITY_5_6_OR_NEWER
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if (bloom.GetComponent<Camera>().allowHDR)
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#else
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if (bloom.GetComponent<Camera>().hdr)
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#endif
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{
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_rangeX = 6;
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_rangeY = 1.5f;
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}
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else
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{
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_rangeX = 1;
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_rangeY = 1;
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}
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_threshold = bloom.thresholdLinear;
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_knee = bloom.softKnee * _threshold + 1e-5f;
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// Intensity is capped to prevent sampling errors.
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_intensity = Mathf.Min(bloom.intensity, 10);
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}
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// Draw the graph at the current position.
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public void DrawGraph()
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{
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_rectGraph = GUILayoutUtility.GetRect(128, 80);
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// Background
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DrawRect(0, 0, _rangeX, _rangeY, 0.1f, 0.4f);
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// Soft-knee range
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DrawRect(_threshold - _knee, 0, _threshold + _knee, _rangeY, 0.25f, -1);
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// Horizontal lines
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for (var i = 1; i < _rangeY; i++)
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DrawLine(0, i, _rangeX, i, 0.4f);
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// Vertical lines
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for (var i = 1; i < _rangeX; i++)
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DrawLine(i, 0, i, _rangeY, 0.4f);
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// Label
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Handles.Label(
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PointInRect(0, _rangeY) + Vector3.right,
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"Brightness Response (linear)", EditorStyles.miniLabel
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);
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// Threshold line
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DrawLine(_threshold, 0, _threshold, _rangeY, 0.6f);
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// Response curve
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var vcount = 0;
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while (vcount < _curveResolution)
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{
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var x = _rangeX * vcount / (_curveResolution - 1);
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var y = ResponseFunction(x);
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if (y < _rangeY)
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{
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_curveVertices[vcount++] = PointInRect(x, y);
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}
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else
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{
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if (vcount > 1)
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{
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// Extend the last segment to the top edge of the rect.
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var v1 = _curveVertices[vcount - 2];
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var v2 = _curveVertices[vcount - 1];
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var clip = (_rectGraph.y - v1.y) / (v2.y - v1.y);
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_curveVertices[vcount - 1] = v1 + (v2 - v1) * clip;
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}
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break;
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}
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}
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if (vcount > 1)
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{
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Handles.color = Color.white * 0.9f;
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Handles.DrawAAPolyLine(2.0f, vcount, _curveVertices);
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}
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}
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#endregion
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#region Response Function
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float _threshold;
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float _knee;
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float _intensity;
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float ResponseFunction(float x)
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{
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var rq = Mathf.Clamp(x - _threshold + _knee, 0, _knee * 2);
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rq = rq * rq * 0.25f / _knee;
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return Mathf.Max(rq, x - _threshold) * _intensity;
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}
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#endregion
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#region Graph Functions
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// Number of vertices in curve
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const int _curveResolution = 96;
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// Vertex buffers
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Vector3[] _rectVertices = new Vector3[4];
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Vector3[] _lineVertices = new Vector3[2];
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Vector3[] _curveVertices = new Vector3[_curveResolution];
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Rect _rectGraph;
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float _rangeX;
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float _rangeY;
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// Transform a point into the graph rect.
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Vector3 PointInRect(float x, float y)
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{
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x = Mathf.Lerp(_rectGraph.x, _rectGraph.xMax, x / _rangeX);
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y = Mathf.Lerp(_rectGraph.yMax, _rectGraph.y, y / _rangeY);
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return new Vector3(x, y, 0);
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}
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// Draw a line in the graph rect.
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void DrawLine(float x1, float y1, float x2, float y2, float grayscale)
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{
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_lineVertices[0] = PointInRect(x1, y1);
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_lineVertices[1] = PointInRect(x2, y2);
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Handles.color = Color.white * grayscale;
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Handles.DrawAAPolyLine(2.0f, _lineVertices);
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}
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// Draw a rect in the graph rect.
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void DrawRect(float x1, float y1, float x2, float y2, float fill, float line)
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{
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_rectVertices[0] = PointInRect(x1, y1);
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_rectVertices[1] = PointInRect(x2, y1);
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_rectVertices[2] = PointInRect(x2, y2);
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_rectVertices[3] = PointInRect(x1, y2);
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Handles.DrawSolidRectangleWithOutline(
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_rectVertices,
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fill < 0 ? Color.clear : Color.white * fill,
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line < 0 ? Color.clear : Color.white * line
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);
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}
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#endregion
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}
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}
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