Files
FPS-Kit-2.0/Assets/FPS Kit Version 2.0/_CustomAssets/Detonator/System/DetonatorSparks.cs
T
reedgamingstudio 5b8ebb7a35 test
testing
2014-12-16 00:23:12 -06:00

104 lines
2.9 KiB
C#

using UnityEngine;
using System.Collections;
[RequireComponent (typeof (Detonator))]
[AddComponentMenu("Detonator/Sparks")]
public class DetonatorSparks : DetonatorComponent
{
private float _baseSize = 1f;
private float _baseDuration = 4f;
private Vector3 _baseVelocity = new Vector3(155f, 155f, 155f);
private Color _baseColor = Color.white;
// private float _baseDamping = 0.185f;
private Vector3 _baseForce = Physics.gravity;
private float _scaledDuration;
private GameObject _sparks;
private DetonatorBurstEmitter _sparksEmitter;
public Material sparksMaterial;
override public void Init()
{
//make sure there are materials at all
FillMaterials(false);
BuildSparks();
}
//if materials are empty fill them with defaults
public void FillMaterials(bool wipe)
{
if (!sparksMaterial || wipe)
{
sparksMaterial = MyDetonator().sparksMaterial;
}
}
//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 BuildSparks()
{
_sparks = new GameObject("Sparks");
_sparksEmitter = (DetonatorBurstEmitter)_sparks.AddComponent("DetonatorBurstEmitter");
_sparks.transform.parent = this.transform;
_sparks.transform.localPosition = localPosition;
_sparks.transform.localRotation = Quaternion.identity;
_sparksEmitter.material = sparksMaterial;
_sparksEmitter.force = Physics.gravity / 3; //don't fall fast - these are sparks
_sparksEmitter.useExplicitColorAnimation = false;
_sparksEmitter.useWorldSpace = MyDetonator().useWorldSpace;
_sparksEmitter.upwardsBias = MyDetonator().upwardsBias;
}
public void UpdateSparks()
{
_scaledDuration = (duration * timeScale);
_sparksEmitter.color = color;
_sparksEmitter.duration = _scaledDuration/4;
_sparksEmitter.durationVariation = _scaledDuration;
_sparksEmitter.count = (int)(detail * 50f);
_sparksEmitter.particleSize = .5f;
_sparksEmitter.sizeVariation = .25f;
//get wider as upwardsBias goes up - counterintuitive, but right in this case?
if (_sparksEmitter.upwardsBias > 0f)
{
_sparksEmitter.velocity = new Vector3(
(velocity.x / Mathf.Log(_sparksEmitter.upwardsBias)),
(velocity.y * Mathf.Log(_sparksEmitter.upwardsBias)),
(velocity.z / Mathf.Log(_sparksEmitter.upwardsBias)));
}
else
{
_sparksEmitter.velocity = this.velocity;
}
_sparksEmitter.startRadius = 0f;
_sparksEmitter.size = size;
_sparksEmitter.explodeDelayMin = explodeDelayMin;
_sparksEmitter.explodeDelayMax = explodeDelayMax;
}
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)
{
UpdateSparks();
_sparksEmitter.Explode();
}
}
}