Implement campfire
This commit is contained in:
parent
1a70bcc3d5
commit
27502d0940
@ -12,5 +12,6 @@ MonoBehaviour:
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m_Name: Stick Burn Quality
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m_EditorClassIdentifier:
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FuelValue: 10
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FuelValue: 5
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RandomVarianceDuration: 0.2
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RandomVarianceMagnitude: 0.25
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Fuel: 30
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File diff suppressed because it is too large
Load Diff
@ -5,5 +5,6 @@ using UnityEngine;
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[CreateAssetMenu(fileName = "Unnamed Burn Quality", menuName = "Campfire/Burn Quality")]
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public class BurnQuality : ScriptableObject {
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public float FuelValue;
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public float FlameEffect;
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public AudioClip BurningSound;
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}
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@ -5,6 +5,7 @@ using UnityEngine;
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public class Campfire : MonoBehaviour {
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public GameState GameState;
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public Light DynamicLight;
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public Flame Flame;
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[Tooltip("This audiosource will play the clips to indicate that an object has been thrown in the fire.")]
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public AudioSource BurnEffectSource;
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public float GoodFuelAmount;
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@ -36,8 +37,9 @@ public class Campfire : MonoBehaviour {
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private void Update() {
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if (LogQueue.Count > 0 && Time.time - LastLogBurned > LogBurningCooldown) {
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LastLogBurned = Time.time;
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BurnLog(LogQueue[0]);
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LogQueue.RemoveAt(0);
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if (BurnLog(LogQueue[0])) {
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LogQueue.RemoveAt(0);
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}
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}
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if (Time.time - LastRandomVarianceChange > RandomVarianceDuration) {
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@ -49,19 +51,23 @@ public class Campfire : MonoBehaviour {
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Fuel -= Time.deltaTime;
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DynamicLight.range = Mathf.Log(Fuel + 1f, 10) / 2f * FullRange + RandomVariance;
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DynamicLight.color = Color.Lerp(DynamicLight.color, Fuel < GoodFuelAmount ? TooLowFuelColor : EnoughFuelColor, 10f * Time.deltaTime);
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Flame.Aliveness = Mathf.Log(Fuel + 1f, 10) / 2f;
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if (Fuel <= 0) {
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GameState.Current = State.GameOver;
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}
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}
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private void BurnLog(Burnable burnable) {
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Fuel += burnable.Quality.FuelValue;
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if (Fuel < GoodFuelAmount) {
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Fuel += 2;
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private bool BurnLog(Burnable burnable) {
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if (Fuel >= GoodFuelAmount * 2) {
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return false;
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} else {
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Fuel += burnable.Quality.FuelValue * Mathf.Max(0, (2 - Fuel / GoodFuelAmount));
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Flame.AddFuelEffect += burnable.Quality.FlameEffect;
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BurnEffectSource.PlayOneShot(burnable.Quality.BurningSound);
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Destroy(burnable.gameObject);
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return true;
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}
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BurnEffectSource.PlayOneShot(burnable.Quality.BurningSound);
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Destroy(burnable.gameObject);
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}
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||||
|
||||
private void OnCollisionEnter(Collision c) {
|
||||
|
Loading…
Reference in New Issue
Block a user