Add torch sfx, rename Campfire vol -> Fire vol
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@ -35,6 +35,7 @@ public class ItemGrabber : MonoBehaviour {
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Vector3 From = CameraTransform.position;
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Vector3 Direction = CameraTransform.forward;
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Item ThrowableItem = GetThrowableItem();
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Item TorchableItem = GetTorchableItem();
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bool CanIgniteTorch = Torch != null && TorchableItem != null;
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}
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}
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if (Input.GetButtonDown("Grab") && Item == null) {
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if (Input.GetButtonDown("Grab") && Item == null && ThrowableItem != null) {
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Vector3 DropPosition;
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if (Campfire != null) {
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@ -80,8 +81,8 @@ public class ItemGrabber : MonoBehaviour {
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DropPosition = From + Direction * Distance;
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}
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||||
GrabbedItems[0].Drop(DropPosition);
|
||||
GrabbedItems.RemoveAt(0);
|
||||
ThrowableItem.Drop(DropPosition);
|
||||
GrabbedItems.Remove(ThrowableItem);
|
||||
}
|
||||
}
|
||||
|
||||
@ -116,6 +117,8 @@ public class ItemGrabber : MonoBehaviour {
|
||||
PrimaryText.text = $"Burn {GrabbedItems[0].Quality.DisplayName}";
|
||||
} else if (Item != null) {
|
||||
PrimaryText.text = $"Take {Item.Quality.DisplayName}";
|
||||
} else if (ThrowableItem != null) {
|
||||
PrimaryText.text = $"Throw {ThrowableItem.Quality.DisplayName}";
|
||||
}
|
||||
SecondaryIndicator.alpha = Mathf.Lerp(SecondaryIndicator.alpha, CanIgniteTorch ? 1 : 0, 10f * Time.deltaTime);
|
||||
if (CanIgniteTorch) {
|
||||
@ -127,7 +130,18 @@ public class ItemGrabber : MonoBehaviour {
|
||||
Item ChosenItem = null;
|
||||
foreach (Item I in GrabbedItems) {
|
||||
Torch CurrentTorch = I.GetComponent<Torch>();
|
||||
if (CurrentTorch == null || CurrentTorch.Burning) {
|
||||
if (I.Quality.Ignitable && (CurrentTorch == null || CurrentTorch.Burning)) {
|
||||
ChosenItem = I;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
return ChosenItem;
|
||||
}
|
||||
|
||||
private Item GetThrowableItem() {
|
||||
Item ChosenItem = null;
|
||||
foreach (Item I in GrabbedItems) {
|
||||
if (I.gameObject != NextTorch) {
|
||||
ChosenItem = I;
|
||||
continue;
|
||||
}
|
||||
|
@ -14,6 +14,10 @@ public class Torch : MonoBehaviour {
|
||||
public float PassTorchAnimationDuration;
|
||||
public float IgniteDuration;
|
||||
|
||||
[Header("Sound effects")]
|
||||
public AudioSource TorchSound;
|
||||
public AudioClip[] FireClips;
|
||||
|
||||
public bool Burning {
|
||||
get {
|
||||
return Lifetime > 0;
|
||||
@ -30,10 +34,12 @@ public class Torch : MonoBehaviour {
|
||||
private Quaternion PassStartRotation;
|
||||
|
||||
private Vector3 BaseScale;
|
||||
private float StartLifetime;
|
||||
|
||||
private void Awake() {
|
||||
Body = GetComponent<Rigidbody>();
|
||||
BaseScale = transform.localScale;
|
||||
StartLifetime = Lifetime;
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
@ -59,13 +65,26 @@ public class Torch : MonoBehaviour {
|
||||
}
|
||||
|
||||
Lifetime -= Time.deltaTime;
|
||||
Light.color = Color.Lerp(Light.color, Lifetime <= PanicLifetimeThreshold ? PanicColor : NormalColor, 4f * Time.deltaTime);
|
||||
if (Lifetime <= 0) {
|
||||
Particles.Stop();
|
||||
Light.color = Color.Lerp(Light.color, Color.black, 4f * Time.deltaTime);
|
||||
TorchSound.volume = Mathf.Lerp(TorchSound.volume, 0, 8f * Time.deltaTime);
|
||||
if (Light.color == Color.black) {
|
||||
Light.enabled = false;
|
||||
}
|
||||
if (TorchSound.volume == 0) {
|
||||
TorchSound.enabled = false;
|
||||
}
|
||||
} else {
|
||||
bool Panic = Lifetime <= PanicLifetimeThreshold;
|
||||
Light.color = Color.Lerp(Light.color, Panic ? PanicColor : NormalColor, 4f * Time.deltaTime);
|
||||
|
||||
if ((TorchSound.clip.length - TorchSound.time) <= Time.deltaTime || !TorchSound.isPlaying) {
|
||||
TorchSound.clip = FireClips[Random.Range(0, FireClips.Length)];
|
||||
TorchSound.time = 0;
|
||||
TorchSound.Play();
|
||||
}
|
||||
TorchSound.volume = 0.5f + 0.5f * (1f / (Mathf.Max(0, StartLifetime + 0.5f - Lifetime) * 4f + 1)) - (Panic ? 0.3f : 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user