campfire/Assets/Scripts/Campfire.cs

124 lines
4.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Campfire : MonoBehaviour {
public GameState GameState;
public Light DynamicLight;
public Flame Flame;
public CampfireSfx Sfx;
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;
[Tooltip("How long of a break the campfire takes between eating logs, if multiple are placed on it.")]
public float LogBurningCooldown;
[Header("Out-of-camp mechanic")]
public float CampRadius;
[Tooltip("Fuel won't go below this threshold if the player is outside of the camp.")]
public float OutOfCampFuelThreshold;
public float OutOfCampFuelRateMultiplier;
[Header("Runtime values")]
public float Fuel;
public bool OutOfCamp = false;
public float TimeToEnd {
get {
return Fuel - 0.7f;
}
}
private Color EnoughFuelColor;
private float FullRange;
private float RandomVariance = 0;
private float NextRandomVariance = 0;
private float LastRandomVarianceChange = 0;
private List<Item> LogQueue = new List<Item>();
private float NextLogTime = 0;
private Transform Player;
private void Awake() {
EnoughFuelColor = DynamicLight.color;
FullRange = DynamicLight.range;
Player = GameObject.FindGameObjectWithTag("Player").transform;
}
private void Update() {
TickFuel();
if (LogQueue.Count > 0 && Time.time > NextLogTime) {
if (BurnLog(LogQueue[0])) {
LogQueue.RemoveAt(0);
if (LogQueue.Count > 0) {
NextLogTime = Time.time + LogQueue[0].Quality.BurnTime;
}
}
}
if (Time.time - LastRandomVarianceChange > RandomVarianceDuration) {
NextRandomVariance = (Random.value - 0.5f) * 2f * RandomVarianceMagnitude;
LastRandomVarianceChange = Time.time;
}
RandomVariance = Mathf.Lerp(RandomVariance, NextRandomVariance, (Time.time - LastRandomVarianceChange) / RandomVarianceDuration);
DynamicLight.range = Fuel / GoodFuelAmount / 2f * FullRange + RandomVariance;
DynamicLight.color = Color.Lerp(DynamicLight.color, Fuel < GoodFuelAmount ? TooLowFuelColor : EnoughFuelColor, 10f * Time.deltaTime);
Flame.Aliveness = Mathf.Log(Mathf.Max(0.01f, TimeToEnd), 10) / 2f;
if (Fuel <= 0) {
GameState.Current = State.GameOver;
}
}
private void TickFuel() {
OutOfCamp = true;
if ((Player.position - transform.position).magnitude < CampRadius) {
// Player is inside of the camp, tick fuel at normal rate
Fuel -= Time.deltaTime;
OutOfCamp = false;
} else if (Fuel > OutOfCampFuelThreshold) {
// Player is outside of the camp, and the campfire is within safe levels, tick fuel at a slow rate
Fuel -= Time.deltaTime * OutOfCampFuelRateMultiplier;
}
Fuel = Mathf.Max(0, Fuel);
}
private bool BurnLog(Item burnable) {
if (Fuel >= GoodFuelAmount * 2) {
return false;
} else {
Fuel += burnable.Quality.FuelValue * Mathf.Max(0.5f, (2 - Fuel / GoodFuelAmount));
Destroy(burnable.gameObject);
return true;
}
}
private void OnCollisionEnter(Collision c) {
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
Item Burnable = c.collider.attachedRigidbody.GetComponent<Item>();
if (Burnable != null && !LogQueue.Contains(Burnable)) {
Flame.AddFuelEffect += Burnable.Quality.FlameEffect;
Sfx.ActiveBurn += Burnable.Quality.SoundEffect;
if (LogQueue.Count == 0) {
NextLogTime = Time.time + Burnable.Quality.BurnTime;
}
LogQueue.Add(Burnable);
}
}
}
private void OnCollisionExit(Collision c) {
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
Item Burnable = c.collider.attachedRigidbody.GetComponent<Item>();
if (Burnable != null) {
LogQueue.Remove(Burnable);
}
}
}
}