Implement campfire
This commit is contained in:
parent
1a70bcc3d5
commit
27502d0940
@ -12,5 +12,6 @@ MonoBehaviour:
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@ -29,9 +32,202 @@ Transform:
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--- !u!54 &7293540718676611162
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--- !u!4 &8703236790229133739
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@ -43,7 +239,6 @@ GameObject:
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@ -898,7 +1093,7 @@ ParticleSystem:
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@ -2007,7 +2202,7 @@ ParticleSystem:
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value: 1
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
spreadCustomCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0
|
||||||
|
value: 0
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
reverbZoneMixCustomCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0
|
||||||
|
value: 1
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
--- !u!1001 &8460551870366396651
|
--- !u!1001 &8460551870366396651
|
||||||
PrefabInstance:
|
PrefabInstance:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
File diff suppressed because it is too large
Load Diff
@ -5,5 +5,6 @@ using UnityEngine;
|
|||||||
[CreateAssetMenu(fileName = "Unnamed Burn Quality", menuName = "Campfire/Burn Quality")]
|
[CreateAssetMenu(fileName = "Unnamed Burn Quality", menuName = "Campfire/Burn Quality")]
|
||||||
public class BurnQuality : ScriptableObject {
|
public class BurnQuality : ScriptableObject {
|
||||||
public float FuelValue;
|
public float FuelValue;
|
||||||
|
public float FlameEffect;
|
||||||
public AudioClip BurningSound;
|
public AudioClip BurningSound;
|
||||||
}
|
}
|
||||||
|
@ -5,6 +5,7 @@ using UnityEngine;
|
|||||||
public class Campfire : MonoBehaviour {
|
public class Campfire : MonoBehaviour {
|
||||||
public GameState GameState;
|
public GameState GameState;
|
||||||
public Light DynamicLight;
|
public Light DynamicLight;
|
||||||
|
public Flame Flame;
|
||||||
[Tooltip("This audiosource will play the clips to indicate that an object has been thrown in the fire.")]
|
[Tooltip("This audiosource will play the clips to indicate that an object has been thrown in the fire.")]
|
||||||
public AudioSource BurnEffectSource;
|
public AudioSource BurnEffectSource;
|
||||||
public float GoodFuelAmount;
|
public float GoodFuelAmount;
|
||||||
@ -36,9 +37,10 @@ public class Campfire : MonoBehaviour {
|
|||||||
private void Update() {
|
private void Update() {
|
||||||
if (LogQueue.Count > 0 && Time.time - LastLogBurned > LogBurningCooldown) {
|
if (LogQueue.Count > 0 && Time.time - LastLogBurned > LogBurningCooldown) {
|
||||||
LastLogBurned = Time.time;
|
LastLogBurned = Time.time;
|
||||||
BurnLog(LogQueue[0]);
|
if (BurnLog(LogQueue[0])) {
|
||||||
LogQueue.RemoveAt(0);
|
LogQueue.RemoveAt(0);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (Time.time - LastRandomVarianceChange > RandomVarianceDuration) {
|
if (Time.time - LastRandomVarianceChange > RandomVarianceDuration) {
|
||||||
NextRandomVariance = (Random.value - 0.5f) * 2f * RandomVarianceMagnitude;
|
NextRandomVariance = (Random.value - 0.5f) * 2f * RandomVarianceMagnitude;
|
||||||
@ -49,19 +51,23 @@ public class Campfire : MonoBehaviour {
|
|||||||
Fuel -= Time.deltaTime;
|
Fuel -= Time.deltaTime;
|
||||||
DynamicLight.range = Mathf.Log(Fuel + 1f, 10) / 2f * FullRange + RandomVariance;
|
DynamicLight.range = Mathf.Log(Fuel + 1f, 10) / 2f * FullRange + RandomVariance;
|
||||||
DynamicLight.color = Color.Lerp(DynamicLight.color, Fuel < GoodFuelAmount ? TooLowFuelColor : EnoughFuelColor, 10f * Time.deltaTime);
|
DynamicLight.color = Color.Lerp(DynamicLight.color, Fuel < GoodFuelAmount ? TooLowFuelColor : EnoughFuelColor, 10f * Time.deltaTime);
|
||||||
|
Flame.Aliveness = Mathf.Log(Fuel + 1f, 10) / 2f;
|
||||||
|
|
||||||
if (Fuel <= 0) {
|
if (Fuel <= 0) {
|
||||||
GameState.Current = State.GameOver;
|
GameState.Current = State.GameOver;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void BurnLog(Burnable burnable) {
|
private bool BurnLog(Burnable burnable) {
|
||||||
Fuel += burnable.Quality.FuelValue;
|
if (Fuel >= GoodFuelAmount * 2) {
|
||||||
if (Fuel < GoodFuelAmount) {
|
return false;
|
||||||
Fuel += 2;
|
} else {
|
||||||
}
|
Fuel += burnable.Quality.FuelValue * Mathf.Max(0, (2 - Fuel / GoodFuelAmount));
|
||||||
|
Flame.AddFuelEffect += burnable.Quality.FlameEffect;
|
||||||
BurnEffectSource.PlayOneShot(burnable.Quality.BurningSound);
|
BurnEffectSource.PlayOneShot(burnable.Quality.BurningSound);
|
||||||
Destroy(burnable.gameObject);
|
Destroy(burnable.gameObject);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnCollisionEnter(Collision c) {
|
private void OnCollisionEnter(Collision c) {
|
||||||
|
Loading…
Reference in New Issue
Block a user