Add on-the-move ignition, tweak many knobs
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@ -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;
|
||||
|
@ -4,5 +4,4 @@ using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class Burnable : MonoBehaviour {
|
||||
public BurnQuality Quality;
|
||||
}
|
||||
|
@ -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) {
|
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LogQueue.Remove(Burnable);
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user