test
testing
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@@ -0,0 +1,116 @@
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using UnityEngine;
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using System.Collections;
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[RequireComponent (typeof (Detonator))]
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[AddComponentMenu("Detonator/Glow")]
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public class DetonatorGlow : DetonatorComponent
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{
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private float _baseSize = 1f;
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private float _baseDuration = 3f;
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private Vector3 _baseVelocity = new Vector3(0f, 0f, 0f);
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private Color _baseColor = Color.black;
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private float _scaledDuration;
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private GameObject _glow;
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private DetonatorBurstEmitter _glowEmitter;
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public Material glowMaterial;
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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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BuildGlow();
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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 (!glowMaterial || wipe)
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{
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glowMaterial = MyDetonator().glowMaterial;
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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 BuildGlow()
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{
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_glow = new GameObject("Glow");
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_glowEmitter = (DetonatorBurstEmitter)_glow.AddComponent("DetonatorBurstEmitter");
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_glow.transform.parent = this.transform;
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_glow.transform.localPosition = localPosition;
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_glowEmitter.material = glowMaterial;
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_glowEmitter.exponentialGrowth = false;
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_glowEmitter.useExplicitColorAnimation = true;
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_glowEmitter.useWorldSpace = MyDetonator().useWorldSpace;
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}
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public void UpdateGlow()
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{
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//this needs
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_glow.transform.localPosition = Vector3.Scale(localPosition,(new Vector3(size, size, size)));
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_glowEmitter.color = color;
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_glowEmitter.duration = duration;
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_glowEmitter.timeScale = timeScale;
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_glowEmitter.count = 1;
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_glowEmitter.particleSize = 65f;
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_glowEmitter.sizeVariation = 0f;
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_glowEmitter.velocity = new Vector3(0f, 0f, 0f);
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_glowEmitter.startRadius = 0f;
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_glowEmitter.sizeGrow = 0;
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_glowEmitter.size = size;
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_glowEmitter.explodeDelayMin = explodeDelayMin;
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_glowEmitter.explodeDelayMax = explodeDelayMax;
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Color stage1 = Color.Lerp(color, (new Color(.5f, .1f, .1f, 1f)),.5f);
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stage1.a = .9f;
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Color stage2 = Color.Lerp(color, (new Color(.6f, .3f, .3f, 1f)),.5f);
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stage2.a = .8f;
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Color stage3 = Color.Lerp(color, (new Color(.7f, .3f, .3f, 1f)),.5f);
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stage3.a = .5f;
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Color stage4 = Color.Lerp(color, (new Color(.4f, .3f, .4f, 1f)),.5f);
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stage4.a = .2f;
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Color stage5 = new Color(.1f, .1f, .4f, 0f);
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_glowEmitter.colorAnimation[0] = stage1;
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_glowEmitter.colorAnimation[1] = stage2;
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_glowEmitter.colorAnimation[2] = stage3;
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_glowEmitter.colorAnimation[3] = stage4;
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_glowEmitter.colorAnimation[4] = stage5;
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}
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void Update ()
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{
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//others might be able to do this too... only update themselves before exploding?
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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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}
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override public void Explode()
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{
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if (detailThreshold > detail) return;
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if (on)
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{
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UpdateGlow();
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_glowEmitter.Explode();
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}
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}
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}
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