Files
reedgamingstudio 5b8ebb7a35 test
testing
2014-12-16 00:23:12 -06:00

101 lines
3.0 KiB
C#

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