156 lines
4.4 KiB
C#
156 lines
4.4 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace DigitalRuby.ThunderAndLightning
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{
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public class LightningParticleSpellScript : LightningSpellScript, ICollisionHandler
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{
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[Header("Particle system")]
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public ParticleSystem ParticleSystem;
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[Tooltip("Particle system collision interval. This time must elapse before another collision will be registered.")]
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public float CollisionInterval;
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protected float collisionTimer;
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[HideInInspector]
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public Action<GameObject, List<ParticleCollisionEvent>, int> CollisionCallback;
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[Header("Particle Light Properties")]
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[Tooltip("Whether to enable point lights for the particles")]
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public bool EnableParticleLights = true;
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[SingleLineClamp("Possible range for particle lights", 0.001, 100.0)]
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public RangeOfFloats ParticleLightRange = new RangeOfFloats
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{
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Minimum = 2f,
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Maximum = 5f
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};
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[SingleLineClamp("Possible range of intensity for particle lights", 0.009999999776482582, 8.0)]
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public RangeOfFloats ParticleLightIntensity = new RangeOfFloats
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{
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Minimum = 0.2f,
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Maximum = 0.3f
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};
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[Tooltip("Possible range of colors for particle lights")]
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public Color ParticleLightColor1 = Color.white;
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[Tooltip("Possible range of colors for particle lights")]
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public Color ParticleLightColor2 = Color.white;
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[Tooltip("The culling mask for particle lights")]
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public LayerMask ParticleLightCullingMask = -1;
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private ParticleSystem.Particle[] particles = new ParticleSystem.Particle[512];
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private readonly List<GameObject> particleLights = new List<GameObject>();
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private void PopulateParticleLight(Light src)
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{
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src.bounceIntensity = 0f;
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src.type = LightType.Point;
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src.shadows = LightShadows.None;
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src.color = new Color(UnityEngine.Random.Range(ParticleLightColor1.r, ParticleLightColor2.r), UnityEngine.Random.Range(ParticleLightColor1.g, ParticleLightColor2.g), UnityEngine.Random.Range(ParticleLightColor1.b, ParticleLightColor2.b), 1f);
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src.cullingMask = ParticleLightCullingMask;
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src.intensity = UnityEngine.Random.Range(ParticleLightIntensity.Minimum, ParticleLightIntensity.Maximum);
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src.range = UnityEngine.Random.Range(ParticleLightRange.Minimum, ParticleLightRange.Maximum);
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}
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private void UpdateParticleLights()
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{
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if (EnableParticleLights)
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{
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int num = ParticleSystem.GetParticles(particles);
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while (particleLights.Count < num)
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{
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GameObject gameObject = new GameObject("LightningParticleSpellLight");
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gameObject.hideFlags = HideFlags.HideAndDontSave;
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PopulateParticleLight(gameObject.AddComponent<Light>());
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particleLights.Add(gameObject);
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}
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while (particleLights.Count > num)
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{
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UnityEngine.Object.Destroy(particleLights[particleLights.Count - 1]);
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particleLights.RemoveAt(particleLights.Count - 1);
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}
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for (int i = 0; i < num; i++)
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{
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particleLights[i].transform.position = particles[i].position;
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}
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}
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}
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private void UpdateParticleSystems()
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{
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if (EmissionParticleSystem != null && EmissionParticleSystem.isPlaying)
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{
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EmissionParticleSystem.transform.position = SpellStart.transform.position;
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EmissionParticleSystem.transform.forward = Direction;
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}
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if (ParticleSystem != null)
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{
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if (ParticleSystem.isPlaying)
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{
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ParticleSystem.transform.position = SpellStart.transform.position;
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ParticleSystem.transform.forward = Direction;
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}
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UpdateParticleLights();
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}
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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foreach (GameObject particleLight in particleLights)
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{
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UnityEngine.Object.Destroy(particleLight);
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}
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}
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protected override void Start()
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{
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base.Start();
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}
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protected override void Update()
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{
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base.Update();
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UpdateParticleSystems();
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collisionTimer -= LightningBoltScript.DeltaTime;
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}
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protected override void OnCastSpell()
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{
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if (ParticleSystem != null)
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{
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ParticleSystem.Play();
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UpdateParticleSystems();
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}
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}
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protected override void OnStopSpell()
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{
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if (ParticleSystem != null)
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{
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ParticleSystem.Stop();
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}
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}
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void ICollisionHandler.HandleCollision(GameObject obj, List<ParticleCollisionEvent> collisions, int collisionCount)
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{
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if (collisionTimer <= 0f)
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{
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collisionTimer = CollisionInterval;
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PlayCollisionSound(collisions[0].intersection);
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ApplyCollisionForce(collisions[0].intersection);
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if (CollisionCallback != null)
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{
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CollisionCallback(obj, collisions, collisionCount);
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}
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}
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}
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}
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}
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