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public BurnQuality Quality; } diff --git a/Assets/Scripts/Campfire.cs b/Assets/Scripts/Campfire.cs index 19947d6..10df8f6 100644 --- a/Assets/Scripts/Campfire.cs +++ b/Assets/Scripts/Campfire.cs @@ -30,7 +30,7 @@ public class Campfire : MonoBehaviour { private float NextRandomVariance = 0; private float LastRandomVarianceChange = 0; - private List LogQueue = new List(); + private List LogQueue = new List(); 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(); + Item Burnable = c.collider.attachedRigidbody.GetComponent(); 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(); + Item Burnable = c.collider.attachedRigidbody.GetComponent(); if (Burnable != null) { LogQueue.Remove(Burnable); } diff --git a/Assets/Scripts/Item.cs b/Assets/Scripts/Item.cs index a00347f..1f7e7fd 100644 --- a/Assets/Scripts/Item.cs +++ b/Assets/Scripts/Item.cs @@ -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(); @@ -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; } diff --git a/Assets/Scripts/ItemGrabber.cs b/Assets/Scripts/ItemGrabber.cs index b94962b..d1d72d1 100644 --- a/Assets/Scripts/ItemGrabber.cs +++ b/Assets/Scripts/ItemGrabber.cs @@ -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 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(); } 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(); + 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(); - 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(); + 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(); + 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(); + Destroy(NextTorch); + NextTorch = null; + } } diff --git a/Assets/Scripts/Torch.cs b/Assets/Scripts/Torch.cs index b6c5641..24f5d31 100644 --- a/Assets/Scripts/Torch.cs +++ b/Assets/Scripts/Torch.cs @@ -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(); + 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; + } }