test
testing
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@@ -0,0 +1,100 @@
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using UnityEngine;
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using System.Collections;
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// This one isn't ready for prime time and is not in the menu. Feel free to modify or complete. :)
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[RequireComponent (typeof (Detonator))]
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public class DetonatorCloudRing : DetonatorComponent
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{
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private float _baseSize = 1f;
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private float _baseDuration = 5f;
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private Vector3 _baseVelocity = new Vector3(155f, 5f, 155f);
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private Color _baseColor = Color.white;
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private Vector3 _baseForce = new Vector3(0.162f, 2.56f, 0f);
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private GameObject _cloudRing;
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private DetonatorBurstEmitter _cloudRingEmitter;
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public Material cloudRingMaterial;
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override public void Init()
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{
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//make sure there are materials at all
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FillMaterials(false);
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BuildCloudRing();
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}
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//if materials are empty fill them with defaults
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public void FillMaterials(bool wipe)
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{
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if (!cloudRingMaterial || wipe)
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{
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cloudRingMaterial = MyDetonator().smokeBMaterial;
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}
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}
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//Build these to look correct at the stock Detonator size of 10m... then let the size parameter
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//cascade through to the emitters and let them do the scaling work... keep these absolute.
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public void BuildCloudRing()
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{
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_cloudRing = new GameObject("CloudRing");
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_cloudRingEmitter = (DetonatorBurstEmitter)_cloudRing.AddComponent("DetonatorBurstEmitter");
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_cloudRing.transform.parent = this.transform;
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_cloudRing.transform.localPosition = localPosition;
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_cloudRingEmitter.material = cloudRingMaterial;
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_cloudRingEmitter.useExplicitColorAnimation = true;
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}
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public void UpdateCloudRing()
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{
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_cloudRing.transform.localPosition = Vector3.Scale(localPosition,(new Vector3(size, size, size)));
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_cloudRingEmitter.color = color;
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_cloudRingEmitter.duration = duration;
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_cloudRingEmitter.durationVariation = duration/4f;
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_cloudRingEmitter.count = (int)(detail * 50f);
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_cloudRingEmitter.particleSize = 10f;
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_cloudRingEmitter.sizeVariation = 2f;
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_cloudRingEmitter.velocity = velocity;
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_cloudRingEmitter.startRadius = 3f;
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_cloudRingEmitter.size = size;
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_cloudRingEmitter.force = force;
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_cloudRingEmitter.explodeDelayMin = explodeDelayMin;
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_cloudRingEmitter.explodeDelayMax = explodeDelayMax;
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//make the starting colors more intense, towards white
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Color color1 = Color.Lerp(color, (new Color(.2f, .2f, .2f, .6f)), 0.5f);
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Color color2 = new Color(.2f, .2f, .2f, .5f);
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Color color3 = new Color(.2f, .2f, .2f, .3f);
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Color color4 = new Color(.2f, .2f, .2f, 0f);
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_cloudRingEmitter.colorAnimation[0] = color1;
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_cloudRingEmitter.colorAnimation[1] = color2;
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_cloudRingEmitter.colorAnimation[2] = color2;
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_cloudRingEmitter.colorAnimation[3] = color3;
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_cloudRingEmitter.colorAnimation[4] = color4;
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}
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public void Reset()
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{
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FillMaterials(true);
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on = true;
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size = _baseSize;
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duration = _baseDuration;
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explodeDelayMin = 0f;
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explodeDelayMax = 0f;
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color = _baseColor;
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velocity = _baseVelocity;
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force = _baseForce;
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}
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override public void Explode()
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{
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if (on)
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{
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UpdateCloudRing();
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_cloudRingEmitter.Explode();
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}
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}
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}
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