2020-05-03 23:09:44 +02:00
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using System.Collections.Generic;
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2020-04-19 00:30:27 +02:00
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using UnityEngine;
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public class Campfire : MonoBehaviour {
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2020-04-19 01:12:29 +02:00
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public GameState GameState;
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2020-04-19 00:30:27 +02:00
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public Light DynamicLight;
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2020-04-19 02:00:22 +02:00
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public Flame Flame;
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2020-04-19 18:42:40 +02:00
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public CampfireSfx Sfx;
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2020-04-29 23:31:45 +02:00
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public bool DebugDisableFuelMechanic;
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2020-05-03 23:09:44 +02:00
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[Tooltip("The speed at which fuel goes down. For example, 0.5 will cause the campfire to last twice as long.")]
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public float FuelTickingMultiplier = 1;
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2020-04-19 00:30:27 +02:00
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public float GoodFuelAmount;
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[Tooltip("The light turns this color when Fuel < GoodFuelAmount. Otherwise it'll be as it is in the editor.")]
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public Color TooLowFuelColor;
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public float RandomVarianceDuration;
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public float RandomVarianceMagnitude;
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2020-04-19 01:39:52 +02:00
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[Tooltip("How long of a break the campfire takes between eating logs, if multiple are placed on it.")]
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public float LogBurningCooldown;
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2020-04-20 23:07:25 +02:00
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[Header("Out-of-camp mechanic")]
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public float CampRadius;
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[Tooltip("Fuel won't go below this threshold if the player is outside of the camp.")]
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public float OutOfCampFuelThreshold;
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public float OutOfCampFuelRateMultiplier;
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2020-04-19 00:30:27 +02:00
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[Header("Runtime values")]
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public float Fuel;
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2020-04-20 23:07:25 +02:00
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public bool OutOfCamp = false;
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2020-04-19 18:42:40 +02:00
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public float TimeToEnd {
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get {
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2020-06-11 21:49:16 +02:00
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return Fuel / FuelTickingMultiplier - 0.7f;
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2020-04-19 18:42:40 +02:00
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}
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}
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2020-04-19 00:30:27 +02:00
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private Color EnoughFuelColor;
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private float FullRange;
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private float RandomVariance = 0;
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private float NextRandomVariance = 0;
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private float LastRandomVarianceChange = 0;
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2020-04-30 02:33:23 +02:00
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private List<Burnable> LogQueue = new List<Burnable>();
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2020-04-20 22:50:17 +02:00
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private float NextLogTime = 0;
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2020-04-19 01:39:52 +02:00
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2020-04-20 23:07:25 +02:00
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private Transform Player;
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2020-04-19 00:30:27 +02:00
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private void Awake() {
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EnoughFuelColor = DynamicLight.color;
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FullRange = DynamicLight.range;
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2020-04-20 23:07:25 +02:00
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Player = GameObject.FindGameObjectWithTag("Player").transform;
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2020-04-19 00:30:27 +02:00
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}
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private void Update() {
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2020-04-20 23:07:25 +02:00
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TickFuel();
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2020-04-20 22:50:17 +02:00
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if (LogQueue.Count > 0 && Time.time > NextLogTime) {
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2020-04-19 02:00:22 +02:00
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if (BurnLog(LogQueue[0])) {
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LogQueue.RemoveAt(0);
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2020-04-20 22:50:17 +02:00
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if (LogQueue.Count > 0) {
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NextLogTime = Time.time + LogQueue[0].Quality.BurnTime;
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}
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2020-04-19 02:00:22 +02:00
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}
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2020-04-19 01:39:52 +02:00
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}
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2020-04-19 00:30:27 +02:00
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if (Time.time - LastRandomVarianceChange > RandomVarianceDuration) {
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NextRandomVariance = (Random.value - 0.5f) * 2f * RandomVarianceMagnitude;
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LastRandomVarianceChange = Time.time;
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}
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RandomVariance = Mathf.Lerp(RandomVariance, NextRandomVariance, (Time.time - LastRandomVarianceChange) / RandomVarianceDuration);
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2020-04-19 03:42:58 +02:00
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DynamicLight.range = Fuel / GoodFuelAmount / 2f * FullRange + RandomVariance;
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2020-04-19 00:30:27 +02:00
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DynamicLight.color = Color.Lerp(DynamicLight.color, Fuel < GoodFuelAmount ? TooLowFuelColor : EnoughFuelColor, 10f * Time.deltaTime);
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2020-04-19 18:42:40 +02:00
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Flame.Aliveness = Mathf.Log(Mathf.Max(0.01f, TimeToEnd), 10) / 2f;
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2020-04-19 01:12:29 +02:00
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if (Fuel <= 0) {
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GameState.Current = State.GameOver;
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}
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2020-04-19 00:30:27 +02:00
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}
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2020-04-20 23:07:25 +02:00
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private void TickFuel() {
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2020-05-03 23:09:44 +02:00
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float TickAmount = Time.deltaTime * FuelTickingMultiplier;
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if (DebugDisableFuelMechanic) {
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TickAmount = 0;
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}
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2020-04-20 23:07:25 +02:00
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OutOfCamp = true;
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if ((Player.position - transform.position).magnitude < CampRadius) {
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2020-05-03 23:09:44 +02:00
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// In camp, tick at normal rate
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2020-04-20 23:07:25 +02:00
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OutOfCamp = false;
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} else if (Fuel > OutOfCampFuelThreshold) {
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// Player is outside of the camp, and the campfire is within safe levels, tick fuel at a slow rate
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2020-05-03 23:09:44 +02:00
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TickAmount *= OutOfCampFuelRateMultiplier;
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} else {
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// Player is outside of the camp, and the campfire is below the threshold, stop ticking fuel
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// ( So they'll come back "just in time" ;) )
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TickAmount = 0;
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2020-04-20 23:07:25 +02:00
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}
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2020-05-03 23:09:44 +02:00
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Fuel = Mathf.Max(0, Fuel - TickAmount);
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2020-04-20 23:07:25 +02:00
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}
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2020-04-30 02:33:23 +02:00
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private bool BurnLog(Burnable burnable) {
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2020-04-19 02:00:22 +02:00
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if (Fuel >= GoodFuelAmount * 2) {
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return false;
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} else {
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2020-04-19 20:04:45 +02:00
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Fuel += burnable.Quality.FuelValue * Mathf.Max(0.5f, (2 - Fuel / GoodFuelAmount));
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2020-04-19 02:00:22 +02:00
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Destroy(burnable.gameObject);
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return true;
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2020-04-19 01:39:52 +02:00
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}
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}
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2020-04-19 00:30:27 +02:00
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private void OnCollisionEnter(Collision c) {
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if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
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2020-04-30 02:33:23 +02:00
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Burnable Burnable = c.collider.attachedRigidbody.GetComponent<Burnable>();
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2020-04-19 16:42:42 +02:00
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if (Burnable != null && !LogQueue.Contains(Burnable)) {
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2020-04-20 18:13:16 +02:00
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Flame.AddFuelEffect += Burnable.Quality.FlameEffect;
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Sfx.ActiveBurn += Burnable.Quality.SoundEffect;
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2020-04-20 22:50:17 +02:00
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if (LogQueue.Count == 0) {
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NextLogTime = Time.time + Burnable.Quality.BurnTime;
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}
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2020-04-19 01:39:52 +02:00
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LogQueue.Add(Burnable);
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2020-05-01 04:37:20 +02:00
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Burnable.BurningInCampfire = true;
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2020-04-19 01:39:52 +02:00
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}
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}
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}
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private void OnCollisionExit(Collision c) {
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if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
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2020-04-30 02:33:23 +02:00
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Burnable Burnable = c.collider.attachedRigidbody.GetComponent<Burnable>();
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2020-05-01 04:37:20 +02:00
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if (Burnable != null && LogQueue.Contains(Burnable)) {
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2020-04-19 01:39:52 +02:00
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LogQueue.Remove(Burnable);
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2020-05-01 04:37:20 +02:00
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Burnable.BurningInCampfire = false;
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2020-04-19 00:30:27 +02:00
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}
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}
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}
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}
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