Add on-the-move ignition, tweak many knobs

This commit is contained in:
Jens Pitkänen 2020-04-20 19:13:16 +03:00
parent 4f3e09cdae
commit be83f3c030
12 changed files with 771 additions and 50 deletions

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View File

@ -4,6 +4,7 @@ using UnityEngine;
[CreateAssetMenu(fileName = "Unnamed Burn Quality", menuName = "Campfire/Burn Quality")]
public class BurnQuality : ScriptableObject {
public string DisplayName;
public float FuelValue;
public float FlameEffect;
public float SoundEffect;

View File

@ -4,5 +4,4 @@ using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class Burnable : MonoBehaviour {
public BurnQuality Quality;
}

View File

@ -30,7 +30,7 @@ public class Campfire : MonoBehaviour {
private float NextRandomVariance = 0;
private float LastRandomVarianceChange = 0;
private List<Burnable> LogQueue = new List<Burnable>();
private List<Item> LogQueue = new List<Item>();
private float LastLogBurned = 0;
private void Awake() {
@ -62,13 +62,11 @@ public class Campfire : MonoBehaviour {
}
}
private bool BurnLog(Burnable burnable) {
private bool BurnLog(Item burnable) {
if (Fuel >= GoodFuelAmount * 2) {
return false;
} else {
Fuel += burnable.Quality.FuelValue * Mathf.Max(0.5f, (2 - Fuel / GoodFuelAmount));
Flame.AddFuelEffect += burnable.Quality.FlameEffect;
Sfx.ActiveBurn += burnable.Quality.SoundEffect;
Destroy(burnable.gameObject);
return true;
}
@ -76,8 +74,10 @@ public class Campfire : MonoBehaviour {
private void OnCollisionEnter(Collision c) {
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
Burnable Burnable = c.collider.attachedRigidbody.GetComponent<Burnable>();
Item Burnable = c.collider.attachedRigidbody.GetComponent<Item>();
if (Burnable != null && !LogQueue.Contains(Burnable)) {
Flame.AddFuelEffect += Burnable.Quality.FlameEffect;
Sfx.ActiveBurn += Burnable.Quality.SoundEffect;
LogQueue.Add(Burnable);
}
}
@ -85,7 +85,7 @@ public class Campfire : MonoBehaviour {
private void OnCollisionExit(Collision c) {
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
Burnable Burnable = c.collider.attachedRigidbody.GetComponent<Burnable>();
Item Burnable = c.collider.attachedRigidbody.GetComponent<Item>();
if (Burnable != null) {
LogQueue.Remove(Burnable);
}

View File

@ -4,6 +4,9 @@ using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class Item : MonoBehaviour {
public BurnQuality Quality;
public Transform IgnitePoint;
[Header("Runtime values")]
public bool Grabbed = false;
@ -12,6 +15,7 @@ public class Item : MonoBehaviour {
private bool BeingPlaced = false;
private Vector3 TargetPosition;
private Vector3 GrabOffset;
private Quaternion GrabRotation;
private void Awake() {
Body = GetComponent<Rigidbody>();
@ -21,6 +25,7 @@ public class Item : MonoBehaviour {
private void Update() {
if (Grabbed) {
transform.localPosition = Vector3.Lerp(transform.localPosition, GrabOffset, 10f * Time.deltaTime);
transform.localRotation = Quaternion.Slerp(transform.localRotation, GrabRotation, 10f * Time.deltaTime);
} else if (BeingPlaced) {
// Lerp to TargetPosition, then continue simulation
Vector3 Delta = TargetPosition - transform.position;
@ -35,9 +40,11 @@ public class Item : MonoBehaviour {
}
}
public void PickUp(Transform handTransform, Vector3 offset) {
public void PickUp(Transform handTransform) {
transform.parent = handTransform;
GrabOffset = offset;
GrabOffset = new Vector3(Random.value - 0.5f, Random.value - 0.5f, Random.value - 0.5f) * 0.15f;
Vector3 DirectionOffset = new Vector3(Random.value - 0.5f, Random.value - 0.5f, 0) * 0.8f;
GrabRotation = Quaternion.LookRotation(Vector3.down, (Vector3.forward + DirectionOffset).normalized);
Body.isKinematic = true;
Grabbed = true;
}

View File

@ -14,7 +14,6 @@ public class ItemGrabber : MonoBehaviour {
public LayerMask ItemLayer;
public LayerMask DroppingRaycastMask;
public float Distance;
public float ThrowVelocity;
[Header("Prefabs")]
public GameObject TorchPrefab;
@ -22,6 +21,7 @@ public class ItemGrabber : MonoBehaviour {
[Header("Runtime values")]
public List<Item> GrabbedItems;
public Torch Torch;
public GameObject NextTorch;
private void Start() {
PrimaryIndicator.alpha = 0;
@ -35,13 +35,16 @@ public class ItemGrabber : MonoBehaviour {
Vector3 From = CameraTransform.position;
Vector3 Direction = CameraTransform.forward;
Item TorchableItem = GetTorchableItem();
bool CanIgniteTorch = Torch != null && TorchableItem != null;
if (Physics.Raycast(From, Direction, out Hit, Distance, ItemLayer) &&
Hit.collider.attachedRigidbody != null) {
Item = Hit.collider.attachedRigidbody.GetComponent<Item>();
}
if (Item != null && Input.GetButtonDown("Grab")) {
Item.PickUp(HandTransform, new Vector3(Random.value - 0.5f, Random.value - 0.5f, Random.value - 0.5f) * 0.1f);
Item.PickUp(HandTransform);
GrabbedItems.Add(Item);
}
@ -49,14 +52,21 @@ public class ItemGrabber : MonoBehaviour {
if (Physics.Raycast(From, Direction, out Hit, Distance * 2f, 1 << LayerMask.NameToLayer("Campfire")) &&
Hit.collider.attachedRigidbody != null) {
Campfire = Hit.collider.attachedRigidbody.GetComponent<Campfire>();
CanIgniteTorch |= Campfire != null && TorchableItem != null;
}
if (Campfire != null && Torch == null && Input.GetButtonDown("Ignite")) {
Item GrabbedItem = GrabbedItems[0];
GrabbedItems.RemoveAt(0);
GameObject TorchObj = Instantiate(TorchPrefab, GrabbedItem.transform.position, GrabbedItem.transform.rotation, TorchHandTransform);
Torch = TorchObj.GetComponent<Torch>();
Destroy(GrabbedItem.gameObject);
if (CanIgniteTorch && Input.GetButtonDown("Ignite")) {
if (Torch == null) {
NextTorch = TorchableItem.gameObject;
GrabbedItems.Remove(TorchableItem);
EquipNewTorch();
} else {
// Starts the pass
NextTorch = TorchableItem.gameObject;
// Passing the torch will cause the current one to extinguish,
// and then the new one will be equipped
Torch.PassTorch(TorchableItem.IgnitePoint);
}
}
if (Input.GetButtonDown("Grab") && Item == null) {
@ -75,15 +85,60 @@ public class ItemGrabber : MonoBehaviour {
}
}
if (Torch != null && !Torch.Burning) {
// Move torch back into the right hand
int NextTorchIndex = -1;
for (int I = 0; I < GrabbedItems.Count; I++) {
if (GrabbedItems[I].gameObject == NextTorch) {
NextTorchIndex = I;
continue;
}
}
// Previous torch's item component
Item TorchItem = Torch.GetComponent<Item>();
TorchItem.PickUp(HandTransform);
if (NextTorchIndex != -1) {
GrabbedItems[NextTorchIndex] = TorchItem;
} else {
GrabbedItems.Add(TorchItem);
}
// Equip new torch if there is one queued
Torch = null;
if (NextTorch != null) {
EquipNewTorch();
}
}
PrimaryIndicator.alpha = Mathf.Lerp(PrimaryIndicator.alpha, Item != null || Campfire != null ? 1 : 0, 10f * Time.deltaTime);
if (Campfire != null && GrabbedItems.Count > 0) {
PrimaryText.text = $"Burn {GrabbedItems[0].name.ToLower()}";
PrimaryText.text = $"Burn {GrabbedItems[0].Quality.DisplayName}";
} else if (Item != null) {
PrimaryText.text = $"Take {Item.name.ToLower()}";
PrimaryText.text = $"Take {Item.Quality.DisplayName}";
}
SecondaryIndicator.alpha = Mathf.Lerp(SecondaryIndicator.alpha, Campfire != null && GrabbedItems.Count > 0 && Torch == null ? 1 : 0, 10f * Time.deltaTime);
if (GrabbedItems.Count > 0) {
SecondaryText.text = $"Ignite {GrabbedItems[0].name.ToLower()}";
SecondaryIndicator.alpha = Mathf.Lerp(SecondaryIndicator.alpha, CanIgniteTorch ? 1 : 0, 10f * Time.deltaTime);
if (CanIgniteTorch) {
SecondaryText.text = $"Ignite {TorchableItem.Quality.DisplayName}";
}
}
private Item GetTorchableItem() {
Item ChosenItem = null;
foreach (Item I in GrabbedItems) {
Torch CurrentTorch = I.GetComponent<Torch>();
if (CurrentTorch == null || CurrentTorch.Burning) {
ChosenItem = I;
continue;
}
}
return ChosenItem;
}
private void EquipNewTorch() {
GameObject TorchObj = Instantiate(TorchPrefab, NextTorch.transform.position, NextTorch.transform.rotation, TorchHandTransform);
Torch = TorchObj.GetComponent<Torch>();
Destroy(NextTorch);
NextTorch = null;
}
}

View File

@ -2,20 +2,83 @@
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class Torch : MonoBehaviour {
public Transform FirePoint;
public ParticleSystem Particles;
public Light Light;
public Color NormalColor;
public Color PanicColor;
public float Lifetime = 3f;
public float Lifetime;
public float PanicLifetimeThreshold;
public float PassTorchAnimationDuration;
public float IgniteDuration;
private void Update() {
Lifetime -= Time.deltaTime;
Light.color = Color.Lerp(Light.color, Lifetime <= PanicLifetimeThreshold ? PanicColor : NormalColor, 4f * Time.deltaTime);
transform.localPosition = Vector3.Lerp(transform.localPosition, Vector3.zero, 12f * Time.deltaTime);
transform.localRotation = Quaternion.Slerp(transform.localRotation, Quaternion.LookRotation(Vector3.forward, Vector3.up), 12f * Time.deltaTime);
if (Lifetime <= 0) {
Destroy(gameObject);
public bool Burning {
get {
return Lifetime > 0;
}
}
private Rigidbody Body;
private Quaternion PassRotation = Quaternion.LookRotation(Vector3.forward, (Vector3.right + Vector3.forward).normalized);
private bool PassingTorch = false;
private float TorchPassStarted = 0;
private Transform PassTo;
private Vector3 PassStartPosition;
private Quaternion PassStartRotation;
private Vector3 BaseScale;
private void Awake() {
Body = GetComponent<Rigidbody>();
BaseScale = transform.localScale;
}
private void Update() {
if (PassingTorch) {
if (PassTo != null) {
// Move to other, to-be-enflamed torch
transform.position = Vector3.Lerp(
PassStartPosition,
PassTo.position - transform.rotation * FirePoint.localPosition,
(Time.time - TorchPassStarted) / PassTorchAnimationDuration);
transform.localRotation = Quaternion.Slerp(
PassStartRotation,
PassRotation,
(Time.time - TorchPassStarted) / PassTorchAnimationDuration * 2f);
}
if (Time.time - TorchPassStarted >= IgniteDuration) {
Lifetime = 0;
}
} else if (Burning) {
// Move to origin
transform.localPosition = Vector3.Lerp(transform.localPosition, Vector3.zero, 12f * Time.deltaTime);
transform.localRotation = Quaternion.Slerp(transform.localRotation, Quaternion.LookRotation(Vector3.forward, Vector3.up), 12f * Time.deltaTime);
}
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);
if (Light.color == Color.black) {
Light.enabled = false;
}
}
}
public void PassTorch(Transform target) {
PassingTorch = true;
PassTo = target;
TorchPassStarted = Time.time;
PassStartPosition = transform.position;
PassStartRotation = transform.localRotation;
}
public void Drop() {
Body.isKinematic = false;
transform.parent = GameObject.FindGameObjectWithTag("World").transform;
}
}