Add on-the-move ignition, tweak many knobs
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!135 &5292593151170945205
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SphereCollider:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_IsTrigger: 1
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m_Enabled: 0
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!1 &6687183487362402551
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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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@ -887,6 +1204,50 @@ SphereCollider:
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serializedVersion: 2
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serializedVersion: 2
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m_Radius: 0.5
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m_Radius: 0.5
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m_Center: {x: 0, y: 0, z: 0}
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m_Center: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 3141763353809520921}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!135 &6368551018113135453
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SphereCollider:
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m_ObjectHideFlags: 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: 7997720268311607166}
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m_Material: {fileID: 0}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!1 &8576716471363164543
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--- !u!1 &8576716471363164543
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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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@ -975,3 +1336,47 @@ SphereCollider:
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serializedVersion: 2
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serializedVersion: 2
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m_Radius: 0.5
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m_Radius: 0.5
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m_Center: {x: 0, y: 0, z: 0}
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!1 &8730405478810434306
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m_ObjectHideFlags: 0
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_LocalPosition: {x: 25, y: 0, z: 15}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!135 &4332822548068678923
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SphereCollider:
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m_ObjectHideFlags: 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: 8730405478810434306}
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m_Material: {fileID: 0}
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m_IsTrigger: 1
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m_Enabled: 0
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serializedVersion: 2
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m_Radius: 0.5
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m_Center: {x: 0, y: 0, z: 0}
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|
@ -4,6 +4,7 @@ using UnityEngine;
|
|||||||
|
|
||||||
[CreateAssetMenu(fileName = "Unnamed Burn Quality", menuName = "Campfire/Burn Quality")]
|
[CreateAssetMenu(fileName = "Unnamed Burn Quality", menuName = "Campfire/Burn Quality")]
|
||||||
public class BurnQuality : ScriptableObject {
|
public class BurnQuality : ScriptableObject {
|
||||||
|
public string DisplayName;
|
||||||
public float FuelValue;
|
public float FuelValue;
|
||||||
public float FlameEffect;
|
public float FlameEffect;
|
||||||
public float SoundEffect;
|
public float SoundEffect;
|
||||||
|
@ -4,5 +4,4 @@ using UnityEngine;
|
|||||||
|
|
||||||
[RequireComponent(typeof(Rigidbody))]
|
[RequireComponent(typeof(Rigidbody))]
|
||||||
public class Burnable : MonoBehaviour {
|
public class Burnable : MonoBehaviour {
|
||||||
public BurnQuality Quality;
|
|
||||||
}
|
}
|
||||||
|
@ -30,7 +30,7 @@ public class Campfire : MonoBehaviour {
|
|||||||
private float NextRandomVariance = 0;
|
private float NextRandomVariance = 0;
|
||||||
private float LastRandomVarianceChange = 0;
|
private float LastRandomVarianceChange = 0;
|
||||||
|
|
||||||
private List<Burnable> LogQueue = new List<Burnable>();
|
private List<Item> LogQueue = new List<Item>();
|
||||||
private float LastLogBurned = 0;
|
private float LastLogBurned = 0;
|
||||||
|
|
||||||
private void Awake() {
|
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) {
|
if (Fuel >= GoodFuelAmount * 2) {
|
||||||
return false;
|
return false;
|
||||||
} else {
|
} else {
|
||||||
Fuel += burnable.Quality.FuelValue * Mathf.Max(0.5f, (2 - Fuel / GoodFuelAmount));
|
Fuel += burnable.Quality.FuelValue * Mathf.Max(0.5f, (2 - Fuel / GoodFuelAmount));
|
||||||
Flame.AddFuelEffect += burnable.Quality.FlameEffect;
|
|
||||||
Sfx.ActiveBurn += burnable.Quality.SoundEffect;
|
|
||||||
Destroy(burnable.gameObject);
|
Destroy(burnable.gameObject);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@ -76,8 +74,10 @@ public class Campfire : MonoBehaviour {
|
|||||||
|
|
||||||
private void OnCollisionEnter(Collision c) {
|
private void OnCollisionEnter(Collision c) {
|
||||||
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
|
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)) {
|
if (Burnable != null && !LogQueue.Contains(Burnable)) {
|
||||||
|
Flame.AddFuelEffect += Burnable.Quality.FlameEffect;
|
||||||
|
Sfx.ActiveBurn += Burnable.Quality.SoundEffect;
|
||||||
LogQueue.Add(Burnable);
|
LogQueue.Add(Burnable);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -85,7 +85,7 @@ public class Campfire : MonoBehaviour {
|
|||||||
|
|
||||||
private void OnCollisionExit(Collision c) {
|
private void OnCollisionExit(Collision c) {
|
||||||
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
|
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) {
|
if (Burnable != null) {
|
||||||
LogQueue.Remove(Burnable);
|
LogQueue.Remove(Burnable);
|
||||||
}
|
}
|
||||||
|
@ -4,6 +4,9 @@ using UnityEngine;
|
|||||||
|
|
||||||
[RequireComponent(typeof(Rigidbody))]
|
[RequireComponent(typeof(Rigidbody))]
|
||||||
public class Item : MonoBehaviour {
|
public class Item : MonoBehaviour {
|
||||||
|
public BurnQuality Quality;
|
||||||
|
public Transform IgnitePoint;
|
||||||
|
|
||||||
[Header("Runtime values")]
|
[Header("Runtime values")]
|
||||||
public bool Grabbed = false;
|
public bool Grabbed = false;
|
||||||
|
|
||||||
@ -12,6 +15,7 @@ public class Item : MonoBehaviour {
|
|||||||
private bool BeingPlaced = false;
|
private bool BeingPlaced = false;
|
||||||
private Vector3 TargetPosition;
|
private Vector3 TargetPosition;
|
||||||
private Vector3 GrabOffset;
|
private Vector3 GrabOffset;
|
||||||
|
private Quaternion GrabRotation;
|
||||||
|
|
||||||
private void Awake() {
|
private void Awake() {
|
||||||
Body = GetComponent<Rigidbody>();
|
Body = GetComponent<Rigidbody>();
|
||||||
@ -21,6 +25,7 @@ public class Item : MonoBehaviour {
|
|||||||
private void Update() {
|
private void Update() {
|
||||||
if (Grabbed) {
|
if (Grabbed) {
|
||||||
transform.localPosition = Vector3.Lerp(transform.localPosition, GrabOffset, 10f * Time.deltaTime);
|
transform.localPosition = Vector3.Lerp(transform.localPosition, GrabOffset, 10f * Time.deltaTime);
|
||||||
|
transform.localRotation = Quaternion.Slerp(transform.localRotation, GrabRotation, 10f * Time.deltaTime);
|
||||||
} else if (BeingPlaced) {
|
} else if (BeingPlaced) {
|
||||||
// Lerp to TargetPosition, then continue simulation
|
// Lerp to TargetPosition, then continue simulation
|
||||||
Vector3 Delta = TargetPosition - transform.position;
|
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;
|
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;
|
Body.isKinematic = true;
|
||||||
Grabbed = true;
|
Grabbed = true;
|
||||||
}
|
}
|
||||||
|
@ -14,7 +14,6 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
public LayerMask ItemLayer;
|
public LayerMask ItemLayer;
|
||||||
public LayerMask DroppingRaycastMask;
|
public LayerMask DroppingRaycastMask;
|
||||||
public float Distance;
|
public float Distance;
|
||||||
public float ThrowVelocity;
|
|
||||||
|
|
||||||
[Header("Prefabs")]
|
[Header("Prefabs")]
|
||||||
public GameObject TorchPrefab;
|
public GameObject TorchPrefab;
|
||||||
@ -22,6 +21,7 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
[Header("Runtime values")]
|
[Header("Runtime values")]
|
||||||
public List<Item> GrabbedItems;
|
public List<Item> GrabbedItems;
|
||||||
public Torch Torch;
|
public Torch Torch;
|
||||||
|
public GameObject NextTorch;
|
||||||
|
|
||||||
private void Start() {
|
private void Start() {
|
||||||
PrimaryIndicator.alpha = 0;
|
PrimaryIndicator.alpha = 0;
|
||||||
@ -35,13 +35,16 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
Vector3 From = CameraTransform.position;
|
Vector3 From = CameraTransform.position;
|
||||||
Vector3 Direction = CameraTransform.forward;
|
Vector3 Direction = CameraTransform.forward;
|
||||||
|
|
||||||
|
Item TorchableItem = GetTorchableItem();
|
||||||
|
bool CanIgniteTorch = Torch != null && TorchableItem != null;
|
||||||
|
|
||||||
if (Physics.Raycast(From, Direction, out Hit, Distance, ItemLayer) &&
|
if (Physics.Raycast(From, Direction, out Hit, Distance, ItemLayer) &&
|
||||||
Hit.collider.attachedRigidbody != null) {
|
Hit.collider.attachedRigidbody != null) {
|
||||||
Item = Hit.collider.attachedRigidbody.GetComponent<Item>();
|
Item = Hit.collider.attachedRigidbody.GetComponent<Item>();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Item != null && Input.GetButtonDown("Grab")) {
|
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);
|
GrabbedItems.Add(Item);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -49,14 +52,21 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
if (Physics.Raycast(From, Direction, out Hit, Distance * 2f, 1 << LayerMask.NameToLayer("Campfire")) &&
|
if (Physics.Raycast(From, Direction, out Hit, Distance * 2f, 1 << LayerMask.NameToLayer("Campfire")) &&
|
||||||
Hit.collider.attachedRigidbody != null) {
|
Hit.collider.attachedRigidbody != null) {
|
||||||
Campfire = Hit.collider.attachedRigidbody.GetComponent<Campfire>();
|
Campfire = Hit.collider.attachedRigidbody.GetComponent<Campfire>();
|
||||||
|
CanIgniteTorch |= Campfire != null && TorchableItem != null;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Campfire != null && Torch == null && Input.GetButtonDown("Ignite")) {
|
if (CanIgniteTorch && Input.GetButtonDown("Ignite")) {
|
||||||
Item GrabbedItem = GrabbedItems[0];
|
if (Torch == null) {
|
||||||
GrabbedItems.RemoveAt(0);
|
NextTorch = TorchableItem.gameObject;
|
||||||
GameObject TorchObj = Instantiate(TorchPrefab, GrabbedItem.transform.position, GrabbedItem.transform.rotation, TorchHandTransform);
|
GrabbedItems.Remove(TorchableItem);
|
||||||
Torch = TorchObj.GetComponent<Torch>();
|
EquipNewTorch();
|
||||||
Destroy(GrabbedItem.gameObject);
|
} 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) {
|
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);
|
PrimaryIndicator.alpha = Mathf.Lerp(PrimaryIndicator.alpha, Item != null || Campfire != null ? 1 : 0, 10f * Time.deltaTime);
|
||||||
if (Campfire != null && GrabbedItems.Count > 0) {
|
if (Campfire != null && GrabbedItems.Count > 0) {
|
||||||
PrimaryText.text = $"Burn {GrabbedItems[0].name.ToLower()}";
|
PrimaryText.text = $"Burn {GrabbedItems[0].Quality.DisplayName}";
|
||||||
} else if (Item != null) {
|
} 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);
|
SecondaryIndicator.alpha = Mathf.Lerp(SecondaryIndicator.alpha, CanIgniteTorch ? 1 : 0, 10f * Time.deltaTime);
|
||||||
if (GrabbedItems.Count > 0) {
|
if (CanIgniteTorch) {
|
||||||
SecondaryText.text = $"Ignite {GrabbedItems[0].name.ToLower()}";
|
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 System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
[RequireComponent(typeof(Rigidbody))]
|
||||||
public class Torch : MonoBehaviour {
|
public class Torch : MonoBehaviour {
|
||||||
|
public Transform FirePoint;
|
||||||
|
public ParticleSystem Particles;
|
||||||
public Light Light;
|
public Light Light;
|
||||||
public Color NormalColor;
|
public Color NormalColor;
|
||||||
public Color PanicColor;
|
public Color PanicColor;
|
||||||
public float Lifetime = 3f;
|
public float Lifetime;
|
||||||
public float PanicLifetimeThreshold;
|
public float PanicLifetimeThreshold;
|
||||||
|
public float PassTorchAnimationDuration;
|
||||||
|
public float IgniteDuration;
|
||||||
|
|
||||||
|
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() {
|
private void Update() {
|
||||||
Lifetime -= Time.deltaTime;
|
if (PassingTorch) {
|
||||||
Light.color = Color.Lerp(Light.color, Lifetime <= PanicLifetimeThreshold ? PanicColor : NormalColor, 4f * Time.deltaTime);
|
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.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);
|
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) {
|
if (Lifetime <= 0) {
|
||||||
Destroy(gameObject);
|
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