Add torch sfx, rename Campfire vol -> Fire vol
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@ -1,5 +1,133 @@
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m_Height: 0.6
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m_Direction: 1
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m_Center: {x: 0.005, y: 0, z: 0.005}
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--- !u!1 &7981884805349908101
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--- !u!1 &7981884805349908101
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -1,5 +1,50 @@
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%YAML 1.1
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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%TAG !u! tag:unity3d.com,2011:
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m_PrefabAsset: {fileID: 0}
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- component: {fileID: 1711730649631156610}
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- component: {fileID: 7965271002899560656}
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m_Layer: 10
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m_Name: Interaction Trigger
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1774343341489610875}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_Father: {fileID: 1830340994370403595}
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--- !u!136 &7965271002899560656
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CapsuleCollider:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1774343341489610875}
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m_Material: {fileID: 0}
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m_IsTrigger: 1
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m_Enabled: 1
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m_Height: 0.6
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m_Center: {x: 0.005, y: 0, z: 0.005}
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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- {fileID: 4295605565537018981}
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- {fileID: 4295605565537018981}
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- {fileID: 7722979984909929174}
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- {fileID: 7722979984909929174}
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- {fileID: 8934967594637573488}
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -924,7 +924,7 @@ CharacterController:
|
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serializedVersion: 2
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serializedVersion: 2
|
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m_Height: 1.8
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m_Height: 1.8
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m_Radius: 0.1
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m_Radius: 0.1
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m_SlopeLimit: 30
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m_SlopeLimit: 45
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m_StepOffset: 0.05
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m_StepOffset: 0.05
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m_SkinWidth: 0.08
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m_SkinWidth: 0.08
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m_MinMoveDistance: 0.001
|
m_MinMoveDistance: 0.001
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@ -3163,7 +3163,7 @@ MonoBehaviour:
|
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m_HorizontalOverflow: 0
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
|
m_VerticalOverflow: 0
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m_LineSpacing: 1
|
m_LineSpacing: 1
|
||||||
m_Text: Campfire volume
|
m_Text: Fire volume
|
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--- !u!1 &6818139631915637241
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--- !u!1 &6818139631915637241
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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||||||
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@ -35,6 +35,7 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
Vector3 From = CameraTransform.position;
|
Vector3 From = CameraTransform.position;
|
||||||
Vector3 Direction = CameraTransform.forward;
|
Vector3 Direction = CameraTransform.forward;
|
||||||
|
|
||||||
|
Item ThrowableItem = GetThrowableItem();
|
||||||
Item TorchableItem = GetTorchableItem();
|
Item TorchableItem = GetTorchableItem();
|
||||||
bool CanIgniteTorch = Torch != null && TorchableItem != null;
|
bool CanIgniteTorch = Torch != null && TorchableItem != null;
|
||||||
|
|
||||||
@ -69,7 +70,7 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Input.GetButtonDown("Grab") && Item == null) {
|
if (Input.GetButtonDown("Grab") && Item == null && ThrowableItem != null) {
|
||||||
Vector3 DropPosition;
|
Vector3 DropPosition;
|
||||||
if (Campfire != null) {
|
if (Campfire != null) {
|
||||||
DropPosition = Campfire.transform.position + Vector3.up * 0.7f;
|
DropPosition = Campfire.transform.position + Vector3.up * 0.7f;
|
||||||
@ -80,8 +81,8 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
DropPosition = From + Direction * Distance;
|
DropPosition = From + Direction * Distance;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
GrabbedItems[0].Drop(DropPosition);
|
ThrowableItem.Drop(DropPosition);
|
||||||
GrabbedItems.RemoveAt(0);
|
GrabbedItems.Remove(ThrowableItem);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -116,6 +117,8 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
PrimaryText.text = $"Burn {GrabbedItems[0].Quality.DisplayName}";
|
PrimaryText.text = $"Burn {GrabbedItems[0].Quality.DisplayName}";
|
||||||
} else if (Item != null) {
|
} else if (Item != null) {
|
||||||
PrimaryText.text = $"Take {Item.Quality.DisplayName}";
|
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);
|
SecondaryIndicator.alpha = Mathf.Lerp(SecondaryIndicator.alpha, CanIgniteTorch ? 1 : 0, 10f * Time.deltaTime);
|
||||||
if (CanIgniteTorch) {
|
if (CanIgniteTorch) {
|
||||||
@ -127,7 +130,18 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
Item ChosenItem = null;
|
Item ChosenItem = null;
|
||||||
foreach (Item I in GrabbedItems) {
|
foreach (Item I in GrabbedItems) {
|
||||||
Torch CurrentTorch = I.GetComponent<Torch>();
|
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;
|
ChosenItem = I;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
@ -14,6 +14,10 @@ public class Torch : MonoBehaviour {
|
|||||||
public float PassTorchAnimationDuration;
|
public float PassTorchAnimationDuration;
|
||||||
public float IgniteDuration;
|
public float IgniteDuration;
|
||||||
|
|
||||||
|
[Header("Sound effects")]
|
||||||
|
public AudioSource TorchSound;
|
||||||
|
public AudioClip[] FireClips;
|
||||||
|
|
||||||
public bool Burning {
|
public bool Burning {
|
||||||
get {
|
get {
|
||||||
return Lifetime > 0;
|
return Lifetime > 0;
|
||||||
@ -30,10 +34,12 @@ public class Torch : MonoBehaviour {
|
|||||||
private Quaternion PassStartRotation;
|
private Quaternion PassStartRotation;
|
||||||
|
|
||||||
private Vector3 BaseScale;
|
private Vector3 BaseScale;
|
||||||
|
private float StartLifetime;
|
||||||
|
|
||||||
private void Awake() {
|
private void Awake() {
|
||||||
Body = GetComponent<Rigidbody>();
|
Body = GetComponent<Rigidbody>();
|
||||||
BaseScale = transform.localScale;
|
BaseScale = transform.localScale;
|
||||||
|
StartLifetime = Lifetime;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
@ -59,13 +65,26 @@ public class Torch : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
Lifetime -= Time.deltaTime;
|
Lifetime -= Time.deltaTime;
|
||||||
Light.color = Color.Lerp(Light.color, Lifetime <= PanicLifetimeThreshold ? PanicColor : NormalColor, 4f * Time.deltaTime);
|
|
||||||
if (Lifetime <= 0) {
|
if (Lifetime <= 0) {
|
||||||
Particles.Stop();
|
Particles.Stop();
|
||||||
Light.color = Color.Lerp(Light.color, Color.black, 4f * Time.deltaTime);
|
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) {
|
if (Light.color == Color.black) {
|
||||||
Light.enabled = false;
|
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