RoadComponent/RoadComponent.Decals.cs
using System;
using System.Linq;
using Sandbox;
namespace RedSnail.RoadTool;
public partial class RoadComponent
{
private bool m_DoesDecalsNeedsRebuild = false;
[Property, FeatureEnabled("Decals", Icon = "layers", Tint = EditorTint.Pink), Change] private bool HasDecals { get; set; } = false;
[Property, Feature("Decals")] public DecalDefinition[] DecalDefinitions { get; set; }
[Property, Feature("Decals"), Range(0.1f, 20f)] private float DecalSpacing { get; set { field = value; m_DoesDecalsNeedsRebuild = true; } } = 4.0f;
[Property, Feature("Decals"), Range(0.0f, 1.0f)] private float DecalSpawnChance { get; set { field = value; m_DoesDecalsNeedsRebuild = true; } } = 0.1f;
[Property, Feature("Decals"), Range(0.0f, 10.0f)] private float DecalEdgeMargin { get; set { field = value; m_DoesDecalsNeedsRebuild = true; } } = 0.5f;
[Property, Feature("Decals"), Range(0.0f, 1.0f)] private float DecalWidthUsage { get; set { field = value; m_DoesDecalsNeedsRebuild = true; } } = 1.0f;
[Property, Feature("Decals")] private ParticleFloat DecalSize { get; set { field = value; m_DoesDecalsNeedsRebuild = true; } } = new ParticleFloat(1.0f, 3.0f);
[Property, Feature("Decals")] private ParticleFloat DecalRotation { get; set { field = value; m_DoesDecalsNeedsRebuild = true; } } = new ParticleFloat(0.0f, 360.0f);
[Property, Feature("Decals")] private int Seed { get; set { field = value; m_DoesDecalsNeedsRebuild = true; } } = 0;
private void OnHasDecalsChanged(bool _OldValue, bool _NewValue)
{
m_DoesDecalsNeedsRebuild = true;
}
private void CreateDecals()
{
RemoveDecals();
if (!HasDecals || DecalDefinitions == null || DecalDefinitions.Length == 0)
return;
BuildDecals();
}
private void RemoveDecals()
{
GameObject containerObject = GameObject.Children.FirstOrDefault(x => x.Name == "Decals");
if (containerObject.IsValid())
{
containerObject.Destroy();
}
}
private void UpdateDecals()
{
if (m_DoesDecalsNeedsRebuild)
{
CreateDecals();
m_DoesDecalsNeedsRebuild = false;
}
}
private void BuildDecals()
{
Game.SetRandomSeed(Seed);
GameObject containerObject = new GameObject(GameObject, true, "Decals");
containerObject.Flags |= GameObjectFlags.NotSaved;
GetSplineFrameData(out var frames, out _, DecalSpacing);
float halfRoadWidth = RoadWidth * 0.5f;
foreach (var frame in frames)
{
if (Game.Random.Float(0.0f, 1.0f) > DecalSpawnChance)
continue;
float usableHalfWidth = MathF.Max(0.0f, halfRoadWidth - DecalEdgeMargin) * DecalWidthUsage;
float lateralOffset = Game.Random.Float(-usableHalfWidth, usableHalfWidth);
Vector3 position = frame.Position + frame.Rotation.Right * lateralOffset + frame.Rotation.Up;
Rotation rotation = Rotation.LookAt(-frame.Rotation.Up, frame.Rotation.Forward);
CreateDecal(containerObject, position, rotation);
}
}
private void CreateDecal(GameObject _GameObject, Vector3 _Position, Rotation _Rotation)
{
GameObject gameObject = new GameObject(_GameObject, true, "Road Decal")
{
LocalPosition = _Position,
LocalRotation = _Rotation
};
gameObject.Flags |= GameObjectFlags.NotSaved;
Decal decal = gameObject.AddComponent<Decal>();
DecalDefinition decalDefinition = DecalDefinitions[Game.Random.Next(0, DecalDefinitions.Length)];
decal.Decals = [decalDefinition];
decal.Scale = DecalSize.Evaluate(0.0f, Seed);
decal.Rotation = DecalRotation.Evaluate(0.0f, Seed);
}
}