├── Episode 01 ├── Editor │ ├── FieldOfViewEditor.cs │ └── FieldOfViewEditor.cs.meta └── Scripts │ ├── Controller.cs │ ├── Controller.cs.meta │ ├── FieldOfView.cs │ └── FieldOfView.cs.meta ├── Episode 02 ├── Editor │ ├── FieldOfViewEditor.cs │ └── FieldOfViewEditor.cs.meta └── Scripts │ ├── Controller.cs │ ├── Controller.cs.meta │ ├── FieldOfView.cs │ └── FieldOfView.cs.meta ├── Episode 03 ├── Controller.cs ├── Editor │ ├── FieldOfViewEditor.cs │ └── FieldOfViewEditor.cs.meta ├── FieldOfView.cs └── Shaders │ ├── Stencil Mask.shader │ ├── Stencil Mask.shader.meta │ ├── Stencil Object.shader │ └── Stencil Object.shader.meta ├── LICENSE.md └── Start file ├── Assets ├── Materials.meta ├── Materials │ ├── Ground.mat │ ├── Ground.mat.meta │ ├── Guard.mat │ ├── Guard.mat.meta │ ├── Obstacle.mat │ ├── Obstacle.mat.meta │ ├── Target.mat │ └── Target.mat.meta ├── Scenes.meta ├── Scenes │ ├── LoS test scene.unity │ └── LoS test scene.unity.meta ├── Scripts.meta └── Scripts │ ├── Controller.cs │ ├── Controller.cs.meta │ ├── FieldOfView.cs │ └── FieldOfView.cs.meta ├── Library ├── AnnotationManager ├── AssetImportState ├── AssetServerCacheV3 ├── AssetVersioning.db ├── BuildPlayer.prefs ├── BuildSettings.asset ├── CurrentLayout.dwlt ├── EditorUserBuildSettings.asset ├── EditorUserSettings.asset ├── InspectorExpandedItems.asset ├── LastSceneManagerSetup.txt ├── LibraryFormatVersion.txt ├── MonoManager.asset ├── ProjectSettings.asset ├── ScriptAssemblies │ ├── Assembly-CSharp.dll │ ├── Assembly-CSharp.dll.mdb │ └── BuiltinAssemblies.stamp ├── ScriptMapper ├── ShaderCache.db ├── ShaderCache │ ├── 0 │ │ └── 0895828a0cfbac763e3d51e4c3ca57aa.bin │ ├── 1 │ │ └── 1f669a9aedf46abe20f48277e408f257.bin │ ├── 2 │ │ └── 2eb4e646e37e7ff8b2c4e30f91fc548f.bin │ ├── 4 │ │ └── 486a7961093adee5781a297d4381ed0c.bin │ ├── 5 │ │ └── 522925e12a84c562e42ce737d26b2950.bin │ ├── 7 │ │ └── 7dfdde1fbbd819ec981f0cf4fd906fcc.bin │ ├── a │ │ └── ae04b9902d0abf2e0c46bb7800547d97.bin │ ├── b │ │ └── bd355b09be4afeb819788fcdef3330f5.bin │ ├── c │ │ └── cb879f4270dc5352bbc921be41c0d4db.bin │ └── e │ │ └── e5ee9af439661be8841f14e5ffa801d2.bin ├── assetDatabase3 ├── expandedItems ├── metadata │ ├── 22 │ │ ├── 22cab1f9a9e9b4d10a5df8dec6184be8 │ │ └── 22cab1f9a9e9b4d10a5df8dec6184be8.info │ ├── 25 │ │ ├── 256ad9a08f6c5460caf9ae9499c193c0 │ │ └── 256ad9a08f6c5460caf9ae9499c193c0.info │ ├── 65 │ │ ├── 65eaff7ae32274d449abedbdb5064e43 │ │ └── 65eaff7ae32274d449abedbdb5064e43.info │ ├── 73 │ │ ├── 739bbd9f364b4268874f9fd86ab3beef │ │ └── 739bbd9f364b4268874f9fd86ab3beef.info │ ├── 80 │ │ ├── 80a3616ca19596e4da0f10f14d241e9f │ │ └── 80a3616ca19596e4da0f10f14d241e9f.info │ ├── 85 │ │ ├── 852e56802eb941638acbb491814497b0 │ │ └── 852e56802eb941638acbb491814497b0.info │ ├── 87 │ │ ├── 870353891bb340e2b2a9c8707e7419ba │ │ └── 870353891bb340e2b2a9c8707e7419ba.info │ ├── 93 │ │ ├── 933f27ed8a5cf43359d7caf0a5f5e732 │ │ └── 933f27ed8a5cf43359d7caf0a5f5e732.info │ ├── 97 │ │ ├── 97decbdab0634cdd991f8d23ddf0dead │ │ └── 97decbdab0634cdd991f8d23ddf0dead.info │ ├── 00 │ │ ├── 00000000000000001000000000000000 │ │ ├── 00000000000000001000000000000000.info │ │ ├── 00000000000000002000000000000000 │ │ ├── 00000000000000002000000000000000.info │ │ ├── 00000000000000003000000000000000 │ │ ├── 00000000000000003000000000000000.info │ │ ├── 00000000000000004000000000000000 │ │ ├── 00000000000000004000000000000000.info │ │ ├── 00000000000000004100000000000000 │ │ ├── 00000000000000004100000000000000.info │ │ ├── 00000000000000005000000000000000 │ │ ├── 00000000000000005000000000000000.info │ │ ├── 00000000000000005100000000000000 │ │ ├── 00000000000000005100000000000000.info │ │ ├── 00000000000000006000000000000000 │ │ ├── 00000000000000006000000000000000.info │ │ ├── 00000000000000006100000000000000 │ │ ├── 00000000000000006100000000000000.info │ │ ├── 00000000000000007000000000000000 │ │ ├── 00000000000000007000000000000000.info │ │ ├── 00000000000000007100000000000000 │ │ ├── 00000000000000007100000000000000.info │ │ ├── 00000000000000008000000000000000 │ │ ├── 00000000000000008000000000000000.info │ │ ├── 00000000000000008100000000000000 │ │ ├── 00000000000000008100000000000000.info │ │ ├── 00000000000000009000000000000000 │ │ ├── 00000000000000009000000000000000.info │ │ ├── 0000000000000000a000000000000000 │ │ ├── 0000000000000000a000000000000000.info │ │ ├── 0000000000000000a100000000000000 │ │ ├── 0000000000000000a100000000000000.info │ │ ├── 0000000000000000b000000000000000 │ │ ├── 0000000000000000b000000000000000.info │ │ ├── 0000000000000000c000000000000000 │ │ └── 0000000000000000c000000000000000.info │ ├── 08 │ │ ├── 08e974e493762463994fd979cbf3770a │ │ └── 08e974e493762463994fd979cbf3770a.info │ ├── 1e │ │ ├── 1e327f383f23645a08e825437953557a │ │ └── 1e327f383f23645a08e825437953557a.info │ ├── 3c │ │ ├── 3c0ad459c1534645b5d603b7cc258f97 │ │ └── 3c0ad459c1534645b5d603b7cc258f97.info │ ├── 5f │ │ ├── 5f32cd94baa94578a686d4b9d6b660f7 │ │ └── 5f32cd94baa94578a686d4b9d6b660f7.info │ ├── 7c │ │ ├── 7cbab2be89b54486bbd23a6fe637d30e │ │ └── 7cbab2be89b54486bbd23a6fe637d30e.info │ ├── 8e │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44 │ │ └── 8e0cd8ed44d4412cbe0642067abc9e44.info │ ├── ad │ │ ├── adebbd281f1a4ef3a30be7f21937e02f │ │ └── adebbd281f1a4ef3a30be7f21937e02f.info │ ├── d9 │ │ ├── d9b8f04bea14f4decbe5c03f0412175c │ │ └── d9b8f04bea14f4decbe5c03f0412175c.info │ ├── e0 │ │ ├── e06b28f67005249bab20c2c196952ac1 │ │ └── e06b28f67005249bab20c2c196952ac1.info │ ├── e3 │ │ ├── e3ce368a8d8474fcbbed4f32d233445c │ │ └── e3ce368a8d8474fcbbed4f32d233445c.info │ ├── f3 │ │ ├── f30b5874d866443a09587129155dd161 │ │ └── f30b5874d866443a09587129155dd161.info │ └── f5 │ │ ├── f5f67c52d1564df4a8936ccd202a3bd8 │ │ └── f5f67c52d1564df4a8936ccd202a3bd8.info └── shadercompiler-UnityShaderCompiler0.log └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset /Episode 01/Editor/FieldOfViewEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | [CustomEditor (typeof (FieldOfView))] 6 | public class FieldOfViewEditor : Editor { 7 | 8 | void OnSceneGUI() { 9 | FieldOfView fow = (FieldOfView)target; 10 | Handles.color = Color.white; 11 | Handles.DrawWireArc (fow.transform.position, Vector3.up, Vector3.forward, 360, fow.viewRadius); 12 | Vector3 viewAngleA = fow.DirFromAngle (-fow.viewAngle / 2, false); 13 | Vector3 viewAngleB = fow.DirFromAngle (fow.viewAngle / 2, false); 14 | 15 | Handles.DrawLine (fow.transform.position, fow.transform.position + viewAngleA * fow.viewRadius); 16 | Handles.DrawLine (fow.transform.position, fow.transform.position + viewAngleB * fow.viewRadius); 17 | 18 | Handles.color = Color.red; 19 | foreach (Transform visibleTarget in fow.visibleTargets) { 20 | Handles.DrawLine (fow.transform.position, visibleTarget.position); 21 | } 22 | } 23 | 24 | } 25 | -------------------------------------------------------------------------------- /Episode 01/Editor/FieldOfViewEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 135bf9ab842544276b68fb405956e494 3 | timeCreated: 1451081333 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Episode 01/Scripts/Controller.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Controller : MonoBehaviour { 5 | 6 | public float moveSpeed = 6; 7 | 8 | Rigidbody rigidbody; 9 | Camera viewCamera; 10 | Vector3 velocity; 11 | 12 | void Start () { 13 | rigidbody = GetComponent (); 14 | viewCamera = Camera.main; 15 | } 16 | 17 | void Update () { 18 | Vector3 mousePos = viewCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, viewCamera.transform.position.y)); 19 | transform.LookAt (mousePos + Vector3.up * transform.position.y); 20 | velocity = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, Input.GetAxisRaw ("Vertical")).normalized * moveSpeed; 21 | } 22 | 23 | void FixedUpdate() { 24 | rigidbody.MovePosition (rigidbody.position + velocity * Time.fixedDeltaTime); 25 | } 26 | } -------------------------------------------------------------------------------- /Episode 01/Scripts/Controller.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3ce368a8d8474fcbbed4f32d233445c 3 | timeCreated: 1451076526 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Episode 01/Scripts/FieldOfView.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class FieldOfView : MonoBehaviour { 6 | 7 | public float viewRadius; 8 | [Range(0,360)] 9 | public float viewAngle; 10 | 11 | public LayerMask targetMask; 12 | public LayerMask obstacleMask; 13 | 14 | [HideInInspector] 15 | public List visibleTargets = new List(); 16 | 17 | void Start() { 18 | StartCoroutine ("FindTargetsWithDelay", .2f); 19 | } 20 | 21 | 22 | IEnumerator FindTargetsWithDelay(float delay) { 23 | while (true) { 24 | yield return new WaitForSeconds (delay); 25 | FindVisibleTargets (); 26 | } 27 | } 28 | 29 | void FindVisibleTargets() { 30 | visibleTargets.Clear (); 31 | Collider[] targetsInViewRadius = Physics.OverlapSphere (transform.position, viewRadius, targetMask); 32 | 33 | for (int i = 0; i < targetsInViewRadius.Length; i++) { 34 | Transform target = targetsInViewRadius [i].transform; 35 | Vector3 dirToTarget = (target.position - transform.position).normalized; 36 | if (Vector3.Angle (transform.forward, dirToTarget) < viewAngle / 2) { 37 | float dstToTarget = Vector3.Distance (transform.position, target.position); 38 | 39 | if (!Physics.Raycast (transform.position, dirToTarget, dstToTarget, obstacleMask)) { 40 | visibleTargets.Add (target); 41 | } 42 | } 43 | } 44 | } 45 | 46 | 47 | public Vector3 DirFromAngle(float angleInDegrees, bool angleIsGlobal) { 48 | if (!angleIsGlobal) { 49 | angleInDegrees += transform.eulerAngles.y; 50 | } 51 | return new Vector3(Mathf.Sin(angleInDegrees * Mathf.Deg2Rad),0,Mathf.Cos(angleInDegrees * Mathf.Deg2Rad)); 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Episode 01/Scripts/FieldOfView.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 933f27ed8a5cf43359d7caf0a5f5e732 3 | timeCreated: 1451076534 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Episode 02/Editor/FieldOfViewEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | [CustomEditor (typeof (FieldOfView))] 6 | public class FieldOfViewEditor : Editor { 7 | 8 | void OnSceneGUI() { 9 | FieldOfView fow = (FieldOfView)target; 10 | Handles.color = Color.white; 11 | Handles.DrawWireArc (fow.transform.position, Vector3.up, Vector3.forward, 360, fow.viewRadius); 12 | Vector3 viewAngleA = fow.DirFromAngle (-fow.viewAngle / 2, false); 13 | Vector3 viewAngleB = fow.DirFromAngle (fow.viewAngle / 2, false); 14 | 15 | Handles.DrawLine (fow.transform.position, fow.transform.position + viewAngleA * fow.viewRadius); 16 | Handles.DrawLine (fow.transform.position, fow.transform.position + viewAngleB * fow.viewRadius); 17 | 18 | Handles.color = Color.red; 19 | foreach (Transform visibleTarget in fow.visibleTargets) { 20 | Handles.DrawLine (fow.transform.position, visibleTarget.position); 21 | } 22 | } 23 | 24 | } 25 | -------------------------------------------------------------------------------- /Episode 02/Editor/FieldOfViewEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 135bf9ab842544276b68fb405956e494 3 | timeCreated: 1451081333 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Episode 02/Scripts/Controller.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Controller : MonoBehaviour { 5 | 6 | public float moveSpeed = 6; 7 | 8 | Rigidbody rigidbody; 9 | Camera viewCamera; 10 | Vector3 velocity; 11 | 12 | void Start () { 13 | rigidbody = GetComponent (); 14 | viewCamera = Camera.main; 15 | } 16 | 17 | void Update () { 18 | Vector3 mousePos = viewCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, viewCamera.transform.position.y)); 19 | transform.LookAt (mousePos + Vector3.up * transform.position.y); 20 | velocity = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, Input.GetAxisRaw ("Vertical")).normalized * moveSpeed; 21 | } 22 | 23 | void FixedUpdate() { 24 | rigidbody.MovePosition (rigidbody.position + velocity * Time.fixedDeltaTime); 25 | } 26 | } -------------------------------------------------------------------------------- /Episode 02/Scripts/Controller.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3ce368a8d8474fcbbed4f32d233445c 3 | timeCreated: 1451076526 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Episode 02/Scripts/FieldOfView.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class FieldOfView : MonoBehaviour { 6 | 7 | public float viewRadius; 8 | [Range(0,360)] 9 | public float viewAngle; 10 | 11 | public LayerMask targetMask; 12 | public LayerMask obstacleMask; 13 | 14 | [HideInInspector] 15 | public List visibleTargets = new List(); 16 | 17 | public float meshResolution; 18 | public int edgeResolveIterations; 19 | public float edgeDstThreshold; 20 | 21 | public MeshFilter viewMeshFilter; 22 | Mesh viewMesh; 23 | 24 | void Start() { 25 | viewMesh = new Mesh (); 26 | viewMesh.name = "View Mesh"; 27 | viewMeshFilter.mesh = viewMesh; 28 | 29 | StartCoroutine ("FindTargetsWithDelay", .2f); 30 | } 31 | 32 | 33 | IEnumerator FindTargetsWithDelay(float delay) { 34 | while (true) { 35 | yield return new WaitForSeconds (delay); 36 | FindVisibleTargets (); 37 | } 38 | } 39 | 40 | void LateUpdate() { 41 | DrawFieldOfView (); 42 | } 43 | 44 | void FindVisibleTargets() { 45 | visibleTargets.Clear (); 46 | Collider[] targetsInViewRadius = Physics.OverlapSphere (transform.position, viewRadius, targetMask); 47 | 48 | for (int i = 0; i < targetsInViewRadius.Length; i++) { 49 | Transform target = targetsInViewRadius [i].transform; 50 | Vector3 dirToTarget = (target.position - transform.position).normalized; 51 | if (Vector3.Angle (transform.forward, dirToTarget) < viewAngle / 2) { 52 | float dstToTarget = Vector3.Distance (transform.position, target.position); 53 | if (!Physics.Raycast (transform.position, dirToTarget, dstToTarget, obstacleMask)) { 54 | visibleTargets.Add (target); 55 | } 56 | } 57 | } 58 | } 59 | 60 | void DrawFieldOfView() { 61 | int stepCount = Mathf.RoundToInt(viewAngle * meshResolution); 62 | float stepAngleSize = viewAngle / stepCount; 63 | List viewPoints = new List (); 64 | ViewCastInfo oldViewCast = new ViewCastInfo (); 65 | for (int i = 0; i <= stepCount; i++) { 66 | float angle = transform.eulerAngles.y - viewAngle / 2 + stepAngleSize * i; 67 | ViewCastInfo newViewCast = ViewCast (angle); 68 | 69 | if (i > 0) { 70 | bool edgeDstThresholdExceeded = Mathf.Abs (oldViewCast.dst - newViewCast.dst) > edgeDstThreshold; 71 | if (oldViewCast.hit != newViewCast.hit || (oldViewCast.hit && newViewCast.hit && edgeDstThresholdExceeded)) { 72 | EdgeInfo edge = FindEdge (oldViewCast, newViewCast); 73 | if (edge.pointA != Vector3.zero) { 74 | viewPoints.Add (edge.pointA); 75 | } 76 | if (edge.pointB != Vector3.zero) { 77 | viewPoints.Add (edge.pointB); 78 | } 79 | } 80 | 81 | } 82 | 83 | 84 | viewPoints.Add (newViewCast.point); 85 | oldViewCast = newViewCast; 86 | } 87 | 88 | int vertexCount = viewPoints.Count + 1; 89 | Vector3[] vertices = new Vector3[vertexCount]; 90 | int[] triangles = new int[(vertexCount-2) * 3]; 91 | 92 | vertices [0] = Vector3.zero; 93 | for (int i = 0; i < vertexCount - 1; i++) { 94 | vertices [i + 1] = transform.InverseTransformPoint(viewPoints [i]); 95 | 96 | if (i < vertexCount - 2) { 97 | triangles [i * 3] = 0; 98 | triangles [i * 3 + 1] = i + 1; 99 | triangles [i * 3 + 2] = i + 2; 100 | } 101 | } 102 | 103 | viewMesh.Clear (); 104 | 105 | viewMesh.vertices = vertices; 106 | viewMesh.triangles = triangles; 107 | viewMesh.RecalculateNormals (); 108 | } 109 | 110 | 111 | EdgeInfo FindEdge(ViewCastInfo minViewCast, ViewCastInfo maxViewCast) { 112 | float minAngle = minViewCast.angle; 113 | float maxAngle = maxViewCast.angle; 114 | Vector3 minPoint = Vector3.zero; 115 | Vector3 maxPoint = Vector3.zero; 116 | 117 | for (int i = 0; i < edgeResolveIterations; i++) { 118 | float angle = (minAngle + maxAngle) / 2; 119 | ViewCastInfo newViewCast = ViewCast (angle); 120 | 121 | bool edgeDstThresholdExceeded = Mathf.Abs (minViewCast.dst - newViewCast.dst) > edgeDstThreshold; 122 | if (newViewCast.hit == minViewCast.hit && !edgeDstThresholdExceeded) { 123 | minAngle = angle; 124 | minPoint = newViewCast.point; 125 | } else { 126 | maxAngle = angle; 127 | maxPoint = newViewCast.point; 128 | } 129 | } 130 | 131 | return new EdgeInfo (minPoint, maxPoint); 132 | } 133 | 134 | 135 | ViewCastInfo ViewCast(float globalAngle) { 136 | Vector3 dir = DirFromAngle (globalAngle, true); 137 | RaycastHit hit; 138 | 139 | if (Physics.Raycast (transform.position, dir, out hit, viewRadius, obstacleMask)) { 140 | return new ViewCastInfo (true, hit.point, hit.distance, globalAngle); 141 | } else { 142 | return new ViewCastInfo (false, transform.position + dir * viewRadius, viewRadius, globalAngle); 143 | } 144 | } 145 | 146 | public Vector3 DirFromAngle(float angleInDegrees, bool angleIsGlobal) { 147 | if (!angleIsGlobal) { 148 | angleInDegrees += transform.eulerAngles.y; 149 | } 150 | return new Vector3(Mathf.Sin(angleInDegrees * Mathf.Deg2Rad),0,Mathf.Cos(angleInDegrees * Mathf.Deg2Rad)); 151 | } 152 | 153 | public struct ViewCastInfo { 154 | public bool hit; 155 | public Vector3 point; 156 | public float dst; 157 | public float angle; 158 | 159 | public ViewCastInfo(bool _hit, Vector3 _point, float _dst, float _angle) { 160 | hit = _hit; 161 | point = _point; 162 | dst = _dst; 163 | angle = _angle; 164 | } 165 | } 166 | 167 | public struct EdgeInfo { 168 | public Vector3 pointA; 169 | public Vector3 pointB; 170 | 171 | public EdgeInfo(Vector3 _pointA, Vector3 _pointB) { 172 | pointA = _pointA; 173 | pointB = _pointB; 174 | } 175 | } 176 | 177 | } -------------------------------------------------------------------------------- /Episode 02/Scripts/FieldOfView.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 933f27ed8a5cf43359d7caf0a5f5e732 3 | timeCreated: 1451205922 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Episode 03/Controller.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Controller : MonoBehaviour { 5 | 6 | public float moveSpeed = 6; 7 | 8 | Rigidbody rigidbody; 9 | Camera viewCamera; 10 | Vector3 velocity; 11 | 12 | void Start () { 13 | rigidbody = GetComponent (); 14 | viewCamera = Camera.main; 15 | } 16 | 17 | void Update () { 18 | Vector3 mousePos = viewCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, viewCamera.transform.position.y)); 19 | transform.LookAt (mousePos + Vector3.up * transform.position.y); 20 | velocity = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, Input.GetAxisRaw ("Vertical")).normalized * moveSpeed; 21 | } 22 | 23 | void FixedUpdate() { 24 | rigidbody.MovePosition (rigidbody.position + velocity * Time.fixedDeltaTime); 25 | } 26 | } -------------------------------------------------------------------------------- /Episode 03/Editor/FieldOfViewEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | [CustomEditor (typeof (FieldOfView))] 6 | public class FieldOfViewEditor : Editor { 7 | 8 | void OnSceneGUI() { 9 | FieldOfView fow = (FieldOfView)target; 10 | Handles.color = Color.white; 11 | Handles.DrawWireArc (fow.transform.position, Vector3.up, Vector3.forward, 360, fow.viewRadius); 12 | Vector3 viewAngleA = fow.DirFromAngle (-fow.viewAngle / 2, false); 13 | Vector3 viewAngleB = fow.DirFromAngle (fow.viewAngle / 2, false); 14 | 15 | Handles.DrawLine (fow.transform.position, fow.transform.position + viewAngleA * fow.viewRadius); 16 | Handles.DrawLine (fow.transform.position, fow.transform.position + viewAngleB * fow.viewRadius); 17 | 18 | Handles.color = Color.red; 19 | foreach (Transform visibleTarget in fow.visibleTargets) { 20 | Handles.DrawLine (fow.transform.position, visibleTarget.position); 21 | } 22 | } 23 | 24 | } 25 | -------------------------------------------------------------------------------- /Episode 03/Editor/FieldOfViewEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 135bf9ab842544276b68fb405956e494 3 | timeCreated: 1451081333 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Episode 03/FieldOfView.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class FieldOfView : MonoBehaviour { 6 | 7 | public float viewRadius; 8 | [Range(0,360)] 9 | public float viewAngle; 10 | 11 | public LayerMask targetMask; 12 | public LayerMask obstacleMask; 13 | 14 | [HideInInspector] 15 | public List visibleTargets = new List(); 16 | 17 | public float meshResolution; 18 | public int edgeResolveIterations; 19 | public float edgeDstThreshold; 20 | 21 | public float maskCutawayDst = .1f; 22 | 23 | public MeshFilter viewMeshFilter; 24 | Mesh viewMesh; 25 | 26 | void Start() { 27 | viewMesh = new Mesh (); 28 | viewMesh.name = "View Mesh"; 29 | viewMeshFilter.mesh = viewMesh; 30 | 31 | StartCoroutine ("FindTargetsWithDelay", .2f); 32 | } 33 | 34 | 35 | IEnumerator FindTargetsWithDelay(float delay) { 36 | while (true) { 37 | yield return new WaitForSeconds (delay); 38 | FindVisibleTargets (); 39 | } 40 | } 41 | 42 | void LateUpdate() { 43 | DrawFieldOfView (); 44 | } 45 | 46 | void FindVisibleTargets() { 47 | visibleTargets.Clear (); 48 | Collider[] targetsInViewRadius = Physics.OverlapSphere (transform.position, viewRadius, targetMask); 49 | 50 | for (int i = 0; i < targetsInViewRadius.Length; i++) { 51 | Transform target = targetsInViewRadius [i].transform; 52 | Vector3 dirToTarget = (target.position - transform.position).normalized; 53 | if (Vector3.Angle (transform.forward, dirToTarget) < viewAngle / 2) { 54 | float dstToTarget = Vector3.Distance (transform.position, target.position); 55 | if (!Physics.Raycast (transform.position, dirToTarget, dstToTarget, obstacleMask)) { 56 | visibleTargets.Add (target); 57 | } 58 | } 59 | } 60 | } 61 | 62 | void DrawFieldOfView() { 63 | int stepCount = Mathf.RoundToInt(viewAngle * meshResolution); 64 | float stepAngleSize = viewAngle / stepCount; 65 | List viewPoints = new List (); 66 | ViewCastInfo oldViewCast = new ViewCastInfo (); 67 | for (int i = 0; i <= stepCount; i++) { 68 | float angle = transform.eulerAngles.y - viewAngle / 2 + stepAngleSize * i; 69 | ViewCastInfo newViewCast = ViewCast (angle); 70 | 71 | if (i > 0) { 72 | bool edgeDstThresholdExceeded = Mathf.Abs (oldViewCast.dst - newViewCast.dst) > edgeDstThreshold; 73 | if (oldViewCast.hit != newViewCast.hit || (oldViewCast.hit && newViewCast.hit && edgeDstThresholdExceeded)) { 74 | EdgeInfo edge = FindEdge (oldViewCast, newViewCast); 75 | if (edge.pointA != Vector3.zero) { 76 | viewPoints.Add (edge.pointA); 77 | } 78 | if (edge.pointB != Vector3.zero) { 79 | viewPoints.Add (edge.pointB); 80 | } 81 | } 82 | 83 | } 84 | 85 | 86 | viewPoints.Add (newViewCast.point); 87 | oldViewCast = newViewCast; 88 | } 89 | 90 | int vertexCount = viewPoints.Count + 1; 91 | Vector3[] vertices = new Vector3[vertexCount]; 92 | int[] triangles = new int[(vertexCount-2) * 3]; 93 | 94 | vertices [0] = Vector3.zero; 95 | for (int i = 0; i < vertexCount - 1; i++) { 96 | vertices [i + 1] = transform.InverseTransformPoint(viewPoints [i]) + Vector3.forward * maskCutawayDst; 97 | 98 | if (i < vertexCount - 2) { 99 | triangles [i * 3] = 0; 100 | triangles [i * 3 + 1] = i + 1; 101 | triangles [i * 3 + 2] = i + 2; 102 | } 103 | } 104 | 105 | viewMesh.Clear (); 106 | 107 | viewMesh.vertices = vertices; 108 | viewMesh.triangles = triangles; 109 | viewMesh.RecalculateNormals (); 110 | } 111 | 112 | 113 | EdgeInfo FindEdge(ViewCastInfo minViewCast, ViewCastInfo maxViewCast) { 114 | float minAngle = minViewCast.angle; 115 | float maxAngle = maxViewCast.angle; 116 | Vector3 minPoint = Vector3.zero; 117 | Vector3 maxPoint = Vector3.zero; 118 | 119 | for (int i = 0; i < edgeResolveIterations; i++) { 120 | float angle = (minAngle + maxAngle) / 2; 121 | ViewCastInfo newViewCast = ViewCast (angle); 122 | 123 | bool edgeDstThresholdExceeded = Mathf.Abs (minViewCast.dst - newViewCast.dst) > edgeDstThreshold; 124 | if (newViewCast.hit == minViewCast.hit && !edgeDstThresholdExceeded) { 125 | minAngle = angle; 126 | minPoint = newViewCast.point; 127 | } else { 128 | maxAngle = angle; 129 | maxPoint = newViewCast.point; 130 | } 131 | } 132 | 133 | return new EdgeInfo (minPoint, maxPoint); 134 | } 135 | 136 | 137 | ViewCastInfo ViewCast(float globalAngle) { 138 | Vector3 dir = DirFromAngle (globalAngle, true); 139 | RaycastHit hit; 140 | 141 | if (Physics.Raycast (transform.position, dir, out hit, viewRadius, obstacleMask)) { 142 | return new ViewCastInfo (true, hit.point, hit.distance, globalAngle); 143 | } else { 144 | return new ViewCastInfo (false, transform.position + dir * viewRadius, viewRadius, globalAngle); 145 | } 146 | } 147 | 148 | public Vector3 DirFromAngle(float angleInDegrees, bool angleIsGlobal) { 149 | if (!angleIsGlobal) { 150 | angleInDegrees += transform.eulerAngles.y; 151 | } 152 | return new Vector3(Mathf.Sin(angleInDegrees * Mathf.Deg2Rad),0,Mathf.Cos(angleInDegrees * Mathf.Deg2Rad)); 153 | } 154 | 155 | public struct ViewCastInfo { 156 | public bool hit; 157 | public Vector3 point; 158 | public float dst; 159 | public float angle; 160 | 161 | public ViewCastInfo(bool _hit, Vector3 _point, float _dst, float _angle) { 162 | hit = _hit; 163 | point = _point; 164 | dst = _dst; 165 | angle = _angle; 166 | } 167 | } 168 | 169 | public struct EdgeInfo { 170 | public Vector3 pointA; 171 | public Vector3 pointB; 172 | 173 | public EdgeInfo(Vector3 _pointA, Vector3 _pointB) { 174 | pointA = _pointA; 175 | pointB = _pointB; 176 | } 177 | } 178 | 179 | } -------------------------------------------------------------------------------- /Episode 03/Shaders/Stencil Mask.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Stencil Mask" { 2 | Properties { 3 | _Color ("Color", Color) = (1,1,1,1) 4 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 5 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 6 | _Metallic ("Metallic", Range(0,1)) = 0.0 7 | } 8 | SubShader { 9 | Tags { "RenderType"="Opaque" "Queue"="Geometry-100" } 10 | ColorMask 0 11 | ZWrite off 12 | LOD 200 13 | 14 | Stencil { 15 | Ref 1 16 | Pass replace 17 | } 18 | 19 | CGPROGRAM 20 | // Physically based Standard lighting model, and enable shadows on all light types 21 | #pragma surface surf Standard fullforwardshadows 22 | 23 | // Use shader model 3.0 target, to get nicer looking lighting 24 | #pragma target 3.0 25 | 26 | sampler2D _MainTex; 27 | 28 | struct Input { 29 | float2 uv_MainTex; 30 | }; 31 | 32 | half _Glossiness; 33 | half _Metallic; 34 | fixed4 _Color; 35 | 36 | void surf (Input IN, inout SurfaceOutputStandard o) { 37 | // Albedo comes from a texture tinted by color 38 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; 39 | o.Albedo = c.rgb; 40 | // Metallic and smoothness come from slider variables 41 | o.Metallic = _Metallic; 42 | o.Smoothness = _Glossiness; 43 | o.Alpha = c.a; 44 | } 45 | ENDCG 46 | } 47 | FallBack "Diffuse" 48 | } 49 | -------------------------------------------------------------------------------- /Episode 03/Shaders/Stencil Mask.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c60de9b59838946a280c49e994013e77 3 | timeCreated: 1451502558 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Episode 03/Shaders/Stencil Object.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Stencil Object" { 2 | Properties { 3 | _Color ("Color", Color) = (1,1,1,1) 4 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 5 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 6 | _Metallic ("Metallic", Range(0,1)) = 0.0 7 | } 8 | SubShader { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 200 11 | 12 | Stencil { 13 | Ref 1 14 | Comp equal 15 | } 16 | 17 | CGPROGRAM 18 | // Physically based Standard lighting model, and enable shadows on all light types 19 | #pragma surface surf Standard fullforwardshadows 20 | 21 | // Use shader model 3.0 target, to get nicer looking lighting 22 | #pragma target 3.0 23 | 24 | sampler2D _MainTex; 25 | 26 | struct Input { 27 | float2 uv_MainTex; 28 | }; 29 | 30 | half _Glossiness; 31 | half _Metallic; 32 | fixed4 _Color; 33 | 34 | void surf (Input IN, inout SurfaceOutputStandard o) { 35 | // Albedo comes from a texture tinted by color 36 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; 37 | o.Albedo = c.rgb; 38 | // Metallic and smoothness come from slider variables 39 | o.Metallic = _Metallic; 40 | o.Smoothness = _Glossiness; 41 | o.Alpha = c.a; 42 | } 43 | ENDCG 44 | } 45 | FallBack "Diffuse" 46 | } 47 | -------------------------------------------------------------------------------- /Episode 03/Shaders/Stencil Object.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 54199394a4a4242da9089ece7c978ef2 3 | timeCreated: 1451502567 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2016 Sebastian 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Start file/Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e327f383f23645a08e825437953557a 3 | folderAsset: yes 4 | timeCreated: 1451040720 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Start file/Assets/Materials/Ground.mat: -------------------------------------------------------------------------------- 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NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Start file/Assets/Materials/Target.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Field-of-View/43bc951cf78fc7eda9e62d280a153fe905e02e2a/Start file/Assets/Materials/Target.mat -------------------------------------------------------------------------------- /Start file/Assets/Materials/Target.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f30b5874d866443a09587129155dd161 3 | timeCreated: 1451040781 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Start file/Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22cab1f9a9e9b4d10a5df8dec6184be8 3 | folderAsset: yes 4 | timeCreated: 1451040724 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Start file/Assets/Scenes/LoS test scene.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/SebLague/Field-of-View/43bc951cf78fc7eda9e62d280a153fe905e02e2a/Start file/Assets/Scenes/LoS test scene.unity -------------------------------------------------------------------------------- /Start file/Assets/Scenes/LoS test scene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e06b28f67005249bab20c2c196952ac1 3 | timeCreated: 1451040738 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Start file/Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 256ad9a08f6c5460caf9ae9499c193c0 3 | folderAsset: yes 4 | timeCreated: 1451040713 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Start file/Assets/Scripts/Controller.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Controller : MonoBehaviour { 5 | 6 | public float moveSpeed = 6; 7 | 8 | Rigidbody myRigidbody; 9 | Camera viewCamera; 10 | Vector3 velocity; 11 | 12 | void Start () { 13 | myRigidbody = GetComponent (); 14 | viewCamera = Camera.main; 15 | } 16 | 17 | void Update () { 18 | Vector3 mousePos = viewCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, viewCamera.transform.position.y)); 19 | transform.LookAt (mousePos + Vector3.up * transform.position.y); 20 | velocity = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, Input.GetAxisRaw ("Vertical")).normalized * moveSpeed; 21 | } 22 | 23 | void FixedUpdate() { 24 | myRigidbody.MovePosition (myRigidbody.position + velocity * Time.fixedDeltaTime); 25 | } 26 | } -------------------------------------------------------------------------------- /Start file/Assets/Scripts/Controller.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3ce368a8d8474fcbbed4f32d233445c 3 | timeCreated: 1451076526 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Start file/Assets/Scripts/FieldOfView.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class FieldOfView : MonoBehaviour { 5 | 6 | } 7 | -------------------------------------------------------------------------------- /Start file/Assets/Scripts/FieldOfView.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 933f27ed8a5cf43359d7caf0a5f5e732 3 | timeCreated: 1451076534 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Start file/Library/AnnotationManager: 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