Add campfire fuel mechanic, audio mixer, lighting
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value: 0
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9
Assets/Scripts/BurnQuality.cs
Normal file
9
Assets/Scripts/BurnQuality.cs
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(fileName = "Unnamed Burn Quality", menuName = "Campfire/Burn Quality")]
|
||||||
|
public class BurnQuality : ScriptableObject {
|
||||||
|
public float FuelValue;
|
||||||
|
public AudioClip BurningSound;
|
||||||
|
}
|
11
Assets/Scripts/BurnQuality.cs.meta
Normal file
11
Assets/Scripts/BurnQuality.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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7
Assets/Scripts/Burnable.cs
Normal file
7
Assets/Scripts/Burnable.cs
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Burnable : MonoBehaviour {
|
||||||
|
public BurnQuality Quality;
|
||||||
|
}
|
11
Assets/Scripts/Burnable.cs.meta
Normal file
11
Assets/Scripts/Burnable.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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52
Assets/Scripts/Campfire.cs
Normal file
52
Assets/Scripts/Campfire.cs
Normal file
@ -0,0 +1,52 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Campfire : MonoBehaviour {
|
||||||
|
public Light DynamicLight;
|
||||||
|
[Tooltip("This audiosource will play the clips to indicate that an object has been thrown in the fire.")]
|
||||||
|
public AudioSource BurnEffectSource;
|
||||||
|
public float GoodFuelAmount;
|
||||||
|
[Tooltip("The light turns this color when Fuel < GoodFuelAmount. Otherwise it'll be as it is in the editor.")]
|
||||||
|
public Color TooLowFuelColor;
|
||||||
|
public float RandomVarianceDuration;
|
||||||
|
public float RandomVarianceMagnitude;
|
||||||
|
|
||||||
|
[Header("Runtime values")]
|
||||||
|
public float Fuel;
|
||||||
|
|
||||||
|
private Color EnoughFuelColor;
|
||||||
|
private float FullRange;
|
||||||
|
|
||||||
|
private float RandomVariance = 0;
|
||||||
|
private float NextRandomVariance = 0;
|
||||||
|
private float LastRandomVarianceChange = 0;
|
||||||
|
|
||||||
|
private void Awake() {
|
||||||
|
EnoughFuelColor = DynamicLight.color;
|
||||||
|
FullRange = DynamicLight.range;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update() {
|
||||||
|
if (Time.time - LastRandomVarianceChange > RandomVarianceDuration) {
|
||||||
|
NextRandomVariance = (Random.value - 0.5f) * 2f * RandomVarianceMagnitude;
|
||||||
|
LastRandomVarianceChange = Time.time;
|
||||||
|
}
|
||||||
|
RandomVariance = Mathf.Lerp(RandomVariance, NextRandomVariance, (Time.time - LastRandomVarianceChange) / RandomVarianceDuration);
|
||||||
|
|
||||||
|
Fuel -= Time.deltaTime;
|
||||||
|
DynamicLight.range = Mathf.Log(Fuel + 2f, 10) / 2f * FullRange + RandomVariance;
|
||||||
|
DynamicLight.color = Color.Lerp(DynamicLight.color, Fuel < GoodFuelAmount ? TooLowFuelColor : EnoughFuelColor, 10f * Time.deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollisionEnter(Collision c) {
|
||||||
|
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
|
||||||
|
Burnable Burnable = c.collider.attachedRigidbody.GetComponent<Burnable>();
|
||||||
|
if (Burnable != null) {
|
||||||
|
Fuel += Burnable.Quality.FuelValue;
|
||||||
|
BurnEffectSource.PlayOneShot(Burnable.Quality.BurningSound);
|
||||||
|
Destroy(c.collider.attachedRigidbody.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Campfire.cs.meta
Normal file
11
Assets/Scripts/Campfire.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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MonoImporter:
|
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|
externalObjects: {}
|
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|
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|
defaultReferences: []
|
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|
executionOrder: 100
|
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|
icon: {instanceID: 0}
|
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|
userData:
|
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assetBundleName:
|
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|
assetBundleVariant:
|
@ -9,6 +9,8 @@ public class Item : MonoBehaviour {
|
|||||||
|
|
||||||
private Rigidbody Body;
|
private Rigidbody Body;
|
||||||
private Transform World;
|
private Transform World;
|
||||||
|
private bool BeingPlaced = false;
|
||||||
|
private Vector3 TargetPosition;
|
||||||
|
|
||||||
private void Awake() {
|
private void Awake() {
|
||||||
Body = GetComponent<Rigidbody>();
|
Body = GetComponent<Rigidbody>();
|
||||||
@ -18,7 +20,17 @@ public class Item : MonoBehaviour {
|
|||||||
private void Update() {
|
private void Update() {
|
||||||
if (Grabbed) {
|
if (Grabbed) {
|
||||||
transform.localPosition = Vector3.Lerp(transform.localPosition, Vector3.zero, 10f * Time.deltaTime);
|
transform.localPosition = Vector3.Lerp(transform.localPosition, Vector3.zero, 10f * Time.deltaTime);
|
||||||
transform.localRotation = Quaternion.Slerp(transform.localRotation, Quaternion.identity, 10f * Time.deltaTime);
|
} else if (BeingPlaced) {
|
||||||
|
// Lerp to TargetPosition, then continue simulation
|
||||||
|
Vector3 Delta = TargetPosition - transform.position;
|
||||||
|
float Diff = Delta.magnitude;
|
||||||
|
if (Diff < 0.1f) {
|
||||||
|
transform.position = TargetPosition;
|
||||||
|
Body.isKinematic = false;
|
||||||
|
BeingPlaced = false;
|
||||||
|
} else {
|
||||||
|
transform.position = Vector3.Lerp(transform.position, TargetPosition, 20f * Time.deltaTime);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -28,10 +40,10 @@ public class Item : MonoBehaviour {
|
|||||||
Grabbed = true;
|
Grabbed = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Drop(Vector3 throwVector) {
|
public void Drop(Vector3 where) {
|
||||||
transform.parent = World;
|
transform.parent = World;
|
||||||
Body.isKinematic = false;
|
TargetPosition = where;
|
||||||
Body.AddForce(throwVector, ForceMode.VelocityChange);
|
BeingPlaced = true;
|
||||||
Grabbed = false;
|
Grabbed = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,11 +1,13 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class ItemGrabber : MonoBehaviour {
|
public class ItemGrabber : MonoBehaviour {
|
||||||
public Transform CameraTransform;
|
public Transform CameraTransform;
|
||||||
public Transform HandTransform;
|
public Transform HandTransform;
|
||||||
public CanvasGroup GrabHint;
|
public CanvasGroup GrabHint;
|
||||||
|
public Text GrabText;
|
||||||
public LayerMask ItemLayer;
|
public LayerMask ItemLayer;
|
||||||
public float Distance;
|
public float Distance;
|
||||||
public float ThrowVelocity;
|
public float ThrowVelocity;
|
||||||
@ -17,6 +19,9 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
if (GrabHint == null) {
|
if (GrabHint == null) {
|
||||||
Debug.LogWarning("Player's GrabHint is not set, and pick ups will not be indicated.");
|
Debug.LogWarning("Player's GrabHint is not set, and pick ups will not be indicated.");
|
||||||
}
|
}
|
||||||
|
if (GrabText == null) {
|
||||||
|
Debug.LogWarning("Player's GrabText is not set, and pick up texts will not necessarily match the object.");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
@ -25,6 +30,7 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
Vector3 From = CameraTransform.position;
|
Vector3 From = CameraTransform.position;
|
||||||
Vector3 Direction = CameraTransform.forward;
|
Vector3 Direction = CameraTransform.forward;
|
||||||
if (GrabbedItem == null) {
|
if (GrabbedItem == null) {
|
||||||
|
Debug.DrawLine(From, From + Direction * Distance, Color.red);
|
||||||
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>();
|
||||||
@ -35,17 +41,21 @@ public class ItemGrabber : MonoBehaviour {
|
|||||||
GrabbedItem = Item;
|
GrabbedItem = Item;
|
||||||
}
|
}
|
||||||
} else if (Input.GetButtonDown("Grab")) {
|
} else if (Input.GetButtonDown("Grab")) {
|
||||||
Vector3 Forward = CameraTransform.forward;
|
Vector3 DropPosition;
|
||||||
if (Physics.Raycast(From, Direction, out Hit, 10f)) {
|
if (Physics.Raycast(From, Direction, out Hit, Distance * 2f)) {
|
||||||
// Throw direction should be where we're pointign, but slightly upwards
|
DropPosition = Hit.point + Hit.normal * 0.1f;
|
||||||
Forward = (Hit.point - From).normalized + Vector3.up;
|
} else {
|
||||||
|
DropPosition = From + Direction * Distance;
|
||||||
}
|
}
|
||||||
GrabbedItem.Drop(Forward * ThrowVelocity);
|
GrabbedItem.Drop(DropPosition);
|
||||||
GrabbedItem = null;
|
GrabbedItem = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (GrabHint != null) {
|
if (GrabHint != null) {
|
||||||
GrabHint.alpha = Mathf.Lerp(GrabHint.alpha, Item != null ? 1 : 0, 10f * Time.deltaTime);
|
GrabHint.alpha = Mathf.Lerp(GrabHint.alpha, Item != null ? 1 : 0, 10f * Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
if (Item != null && GrabText != null) {
|
||||||
|
GrabText.text = $"Take {Item.name}";
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -84,7 +84,7 @@ Material:
|
|||||||
- _Cutoff: 0.5
|
- _Cutoff: 0.5
|
||||||
- _DetailNormalMapScale: 1
|
- _DetailNormalMapScale: 1
|
||||||
- _DstBlend: 0
|
- _DstBlend: 0
|
||||||
- _Exposure: 0.6
|
- _Exposure: 0.5
|
||||||
- _GlossMapScale: 1
|
- _GlossMapScale: 1
|
||||||
- _Glossiness: 0.5
|
- _Glossiness: 0.5
|
||||||
- _GlossyReflections: 1
|
- _GlossyReflections: 1
|
||||||
|
Loading…
Reference in New Issue
Block a user