Add campfire sfx

This commit is contained in:
Jens Pitkänen 2020-04-19 19:42:40 +03:00
parent ad7411212e
commit 6e35630bd4
31 changed files with 656 additions and 18 deletions

View File

@ -85,7 +85,7 @@ AudioMixerGroupController:
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@ -126,7 +126,7 @@ AudioMixerController:
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@ -13,5 +13,5 @@ MonoBehaviour:
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FuelValue: 5 FuelValue: 5
FlameEffect: 1 FlameEffect: 0.7
BurningSound: {fileID: 0} SoundEffect: 1.5

View File

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@ -54,6 +57,37 @@ MonoBehaviour:
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View File

@ -6,5 +6,5 @@ using UnityEngine;
public class BurnQuality : ScriptableObject { public class BurnQuality : ScriptableObject {
public float FuelValue; public float FuelValue;
public float FlameEffect; public float FlameEffect;
public AudioClip BurningSound; public float SoundEffect;
} }

View File

@ -6,8 +6,7 @@ public class Campfire : MonoBehaviour {
public GameState GameState; public GameState GameState;
public Light DynamicLight; public Light DynamicLight;
public Flame Flame; public Flame Flame;
[Tooltip("This audiosource will play the clips to indicate that an object has been thrown in the fire.")] public CampfireSfx Sfx;
public AudioSource BurnEffectSource;
public float GoodFuelAmount; public float GoodFuelAmount;
[Tooltip("The light turns this color when Fuel < GoodFuelAmount. Otherwise it'll be as it is in the editor.")] [Tooltip("The light turns this color when Fuel < GoodFuelAmount. Otherwise it'll be as it is in the editor.")]
public Color TooLowFuelColor; public Color TooLowFuelColor;
@ -18,6 +17,11 @@ public class Campfire : MonoBehaviour {
[Header("Runtime values")] [Header("Runtime values")]
public float Fuel; public float Fuel;
public float TimeToEnd {
get {
return Fuel - 0.7f;
}
}
private Color EnoughFuelColor; private Color EnoughFuelColor;
private float FullRange; private float FullRange;
@ -51,7 +55,7 @@ public class Campfire : MonoBehaviour {
Fuel = Mathf.Max(0, Fuel - Time.deltaTime); Fuel = Mathf.Max(0, Fuel - Time.deltaTime);
DynamicLight.range = Fuel / GoodFuelAmount / 2f * FullRange + RandomVariance; DynamicLight.range = Fuel / GoodFuelAmount / 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(Mathf.Max(0.01f, Fuel - 0.7f), 10) / 2f; Flame.Aliveness = Mathf.Log(Mathf.Max(0.01f, TimeToEnd), 10) / 2f;
if (Fuel <= 0) { if (Fuel <= 0) {
GameState.Current = State.GameOver; GameState.Current = State.GameOver;
@ -64,7 +68,7 @@ public class Campfire : MonoBehaviour {
} else { } else {
Fuel += burnable.Quality.FuelValue * Mathf.Max(0, (2 - Fuel / GoodFuelAmount)); Fuel += burnable.Quality.FuelValue * Mathf.Max(0, (2 - Fuel / GoodFuelAmount));
Flame.AddFuelEffect += burnable.Quality.FlameEffect; Flame.AddFuelEffect += burnable.Quality.FlameEffect;
BurnEffectSource.PlayOneShot(burnable.Quality.BurningSound); Sfx.ActiveBurn += burnable.Quality.SoundEffect;
Destroy(burnable.gameObject); Destroy(burnable.gameObject);
return true; return true;
} }

View File

@ -0,0 +1,70 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CampfireSfx : MonoBehaviour {
public AudioSource ActiveBurnSource;
public AudioSource AmbientSource;
public AudioSource IntenseAmbientSource;
public Campfire Campfire;
public float ActiveBurn = 0f;
[Header("Clips")]
public AudioClip EndClip;
public AudioClip[] AmbientClips;
public AudioClip[] IntenseAmbientClips;
public AudioClip[] CrackleClips;
private void Update() {
ActiveBurn = Mathf.Max(0, ActiveBurn - Time.deltaTime);
ActiveBurnSource.pitch = Time.timeScale;
AmbientSource.pitch = Time.timeScale;
IntenseAmbientSource.pitch = Time.timeScale;
if (Campfire.TimeToEnd <= 0) {
IntenseAmbientSource.volume = Mathf.Lerp(IntenseAmbientSource.volume, 0, 10f * Time.deltaTime);
ActiveBurnSource.volume = Mathf.Lerp(ActiveBurnSource.volume, 0, 10f * Time.deltaTime);
AmbientSource.volume = Mathf.Lerp(AmbientSource.volume, 0, 10f * Time.deltaTime);
return;
} else {
IntenseAmbientSource.volume = Mathf.Max(ActiveBurn, Mathf.Clamp((Campfire.Fuel - Campfire.GoodFuelAmount) / Campfire.GoodFuelAmount, 0, 1));
ActiveBurnSource.volume = Mathf.Pow(ActiveBurn, 0.3f);
AmbientSource.volume = Mathf.Lerp(AmbientSource.volume, 1, 10f * Time.deltaTime);
}
bool StartEndClip = Campfire.TimeToEnd <= EndClip.length && AmbientSource.clip != EndClip;
bool StopEndClip = Campfire.TimeToEnd > EndClip.length && AmbientSource.clip == EndClip;
if (StartEndClip) {
AmbientSource.clip = EndClip;
AmbientSource.Play();
AmbientSource.time = EndClip.length - Campfire.TimeToEnd;
} else if (StopEndClip || NeedsRefresh(AmbientSource)) {
AmbientSource.clip = RandomClip(AmbientClips);
AmbientSource.Play();
}
if (NeedsRefresh(IntenseAmbientSource)) {
IntenseAmbientSource.clip = RandomClip(IntenseAmbientClips);
IntenseAmbientSource.Play();
}
if (ActiveBurn > 0 && NeedsRefresh(ActiveBurnSource)) {
ActiveBurnSource.clip = RandomClip(CrackleClips);
ActiveBurnSource.Play();
}
}
private bool NeedsRefresh(AudioSource source) {
return !source.isPlaying || source.clip == null || (source.clip.length - source.time) <= Time.deltaTime;
}
private AudioClip RandomClip(AudioClip[] clips) {
if (clips.Length > 0) {
return clips[Random.Range(0, clips.Length)];
} else {
return null;
}
}
}

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