95 lines
3.3 KiB
C#
95 lines
3.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Campfire : MonoBehaviour {
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public GameState GameState;
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public Light DynamicLight;
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public Flame Flame;
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public CampfireSfx Sfx;
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public float GoodFuelAmount;
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[Tooltip("The light turns this color when Fuel < GoodFuelAmount. Otherwise it'll be as it is in the editor.")]
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public Color TooLowFuelColor;
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public float RandomVarianceDuration;
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public float RandomVarianceMagnitude;
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[Tooltip("How long of a break the campfire takes between eating logs, if multiple are placed on it.")]
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public float LogBurningCooldown;
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[Header("Runtime values")]
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public float Fuel;
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public float TimeToEnd {
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get {
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return Fuel - 0.7f;
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}
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}
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private Color EnoughFuelColor;
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private float FullRange;
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private float RandomVariance = 0;
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private float NextRandomVariance = 0;
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private float LastRandomVarianceChange = 0;
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private List<Item> LogQueue = new List<Item>();
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private float LastLogBurned = 0;
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private void Awake() {
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EnoughFuelColor = DynamicLight.color;
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FullRange = DynamicLight.range;
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}
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private void Update() {
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if (LogQueue.Count > 0 && Time.time - LastLogBurned > LogBurningCooldown) {
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LastLogBurned = Time.time;
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if (BurnLog(LogQueue[0])) {
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LogQueue.RemoveAt(0);
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}
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}
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if (Time.time - LastRandomVarianceChange > RandomVarianceDuration) {
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NextRandomVariance = (Random.value - 0.5f) * 2f * RandomVarianceMagnitude;
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LastRandomVarianceChange = Time.time;
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}
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RandomVariance = Mathf.Lerp(RandomVariance, NextRandomVariance, (Time.time - LastRandomVarianceChange) / RandomVarianceDuration);
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Fuel = Mathf.Max(0, Fuel - Time.deltaTime);
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DynamicLight.range = Fuel / GoodFuelAmount / 2f * FullRange + RandomVariance;
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DynamicLight.color = Color.Lerp(DynamicLight.color, Fuel < GoodFuelAmount ? TooLowFuelColor : EnoughFuelColor, 10f * Time.deltaTime);
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Flame.Aliveness = Mathf.Log(Mathf.Max(0.01f, TimeToEnd), 10) / 2f;
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if (Fuel <= 0) {
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GameState.Current = State.GameOver;
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}
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}
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private bool BurnLog(Item burnable) {
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if (Fuel >= GoodFuelAmount * 2) {
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return false;
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} else {
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Fuel += burnable.Quality.FuelValue * Mathf.Max(0.5f, (2 - Fuel / GoodFuelAmount));
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Destroy(burnable.gameObject);
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return true;
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}
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}
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private void OnCollisionEnter(Collision c) {
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if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
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Item Burnable = c.collider.attachedRigidbody.GetComponent<Item>();
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if (Burnable != null && !LogQueue.Contains(Burnable)) {
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Flame.AddFuelEffect += Burnable.Quality.FlameEffect;
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Sfx.ActiveBurn += Burnable.Quality.SoundEffect;
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LogQueue.Add(Burnable);
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}
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}
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}
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private void OnCollisionExit(Collision c) {
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if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
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Item Burnable = c.collider.attachedRigidbody.GetComponent<Item>();
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if (Burnable != null) {
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LogQueue.Remove(Burnable);
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}
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}
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}
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}
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