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

117 lines
3.0 KiB
C#

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