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BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/Objects/MuzzleFlash.cs

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2026-06-14 23:57:44 +07:00
/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Objects
{
using Opsive.Shared.Events;
using Opsive.Shared.Game;
using Opsive.UltimateCharacterController.Character;
using Opsive.UltimateCharacterController.Game;
using Opsive.UltimateCharacterController.Items;
using Opsive.UltimateCharacterController.Items.Actions.PerspectiveProperties;
using UnityEngine;
/// <summary>
/// Shows an object which slowly fades out with time. Can optionally attach a light to the GameObject and that light will be faded as well.
/// </summary>
public class MuzzleFlash : MonoBehaviour
{
[Tooltip("The name of the shader tint color property.")]
[SerializeField] protected string m_TintColorPropertyName = "_TintColor";
[Tooltip("The alpha value to initialize the muzzle flash material to.")]
[Range(0, 1)] [SerializeField] protected float m_StartAlpha = 0.5f;
[Tooltip("The minimum fade speed - the larger the value the quicker the muzzle flash will fade.")]
[SerializeField] protected float m_MinFadeSpeed = 3;
[Tooltip("The maximum fade speed - the larger the value the quicker the muzzle flash will fade.")]
[SerializeField] protected float m_MaxFadeSpeed = 4;
private GameObject m_GameObject;
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
private Transform m_Transform;
#endif
private Material m_Material;
private Light m_Light;
private ParticleSystem m_Particles;
private int m_TintColorPropertyID;
private Color m_Color;
private float m_StartLightIntensity;
private float m_FadeSpeed;
private float m_TimeScale = 1;
private GameObject m_Character;
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
private Item m_Item;
private int m_ItemActionID;
#endif
private bool m_Pooled;
private int m_StartLayer;
/// <summary>
/// Initialize the default values.
/// </summary>
private void Awake()
{
m_GameObject = gameObject;
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
m_Transform = transform;
#endif
m_TintColorPropertyID = Shader.PropertyToID(m_TintColorPropertyName);
var renderer = GetComponent<Renderer>();
if (renderer != null) {
m_Material = renderer.sharedMaterial;
}
m_Light = GetComponent<Light>();
m_Particles = GetComponent<ParticleSystem>();
// If a light exists set the start light intensity. Every time the muzzle flash is enabed the light intensity will be reset to its starting value.
if (m_Light != null) {
m_StartLightIntensity = m_Light.intensity;
}
m_StartLayer = m_GameObject.layer;
}
/// <summary>
/// The muzzle flash has been enabled.
/// </summary>
private void OnEnable()
{
m_Color.a = 0;
if (m_Material != null) {
m_Material.SetColor(m_TintColorPropertyID, m_Color);
}
if (m_Light != null) {
m_Light.intensity = 0;
}
if (m_Particles != null) {
m_Particles.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
}
}
/// <summary>
/// A weapon has been fired and the muzzle flash needs to show. Set the starting alpha value and light intensity if the light exists.
/// </summary>
/// <param name="item">The item that the muzzle flash is attached to.</param>
/// <param name="itemActionID">The ID which corresponds to the ItemAction that spawned the muzzle flash.</param>
/// <param name="pooled">Is the muzzle flash pooled?</param>
/// <param name="characterLocomotion">The character that the muzzle flash is attached to.</param>
public void Show(Item item, int itemActionID, bool pooled, UltimateCharacterLocomotion characterLocomotion)
{
// The muzzle flash may be inactive if the object isn't pooled.
if (!m_Pooled) {
m_GameObject.SetActive(true);
}
if (m_Character == null && characterLocomotion != null) {
m_Character = characterLocomotion.gameObject;
EventHandler.RegisterEvent<float>(m_Character, "OnCharacterChangeTimeScale", OnChangeTimeScale);
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
EventHandler.RegisterEvent<bool>(m_Character, "OnCharacterChangePerspectives", OnChangePerspectives);
#endif
}
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
m_Item = item;
m_ItemActionID = itemActionID;
#endif
m_Pooled = pooled;
if (characterLocomotion != null) {
m_TimeScale = characterLocomotion.TimeScale;
m_GameObject.layer = characterLocomotion.FirstPersonPerspective ? LayerManager.Overlay : m_StartLayer;
} else {
m_TimeScale = 1;
m_GameObject.layer = m_StartLayer;
}
m_Color = Color.white;
m_Color.a = m_StartAlpha;
if (m_Material != null) {
m_Material.SetColor(m_TintColorPropertyID, m_Color);
}
m_FadeSpeed = Random.Range(m_MinFadeSpeed, m_MaxFadeSpeed);
if (m_Light != null) {
m_Light.intensity = m_StartLightIntensity;
}
if (m_Particles != null) {
m_Particles.Play(true);
}
// The muzzle flash may be inactive if the object isn't pooled.
if (!m_Pooled) {
m_GameObject.SetActive(true);
}
}
/// <summary>
/// Decrease the alpha value of the muzzle flash to give it a fading effect. As soon as the alpha value reaches zero place the muzzle flash back in
/// the object pool. If a light exists decrease the intensity of the light as well.
/// </summary>
private void Update()
{
if (m_Color.a > 0) {
m_Color.a = Mathf.Max(m_Color.a - (m_FadeSpeed * Time.deltaTime * m_TimeScale), 0);
if (m_Material != null) {
m_Material.SetColor(m_TintColorPropertyID, m_Color);
}
// Keep the light intensity synchronized with the alpha channel's value.
if (m_Light != null) {
m_Light.intensity = m_StartLightIntensity * (m_Color.a / m_StartAlpha);
}
} else {
if (m_Pooled) {
ObjectPool.Destroy(m_GameObject);
} else {
m_GameObject.SetActive(false);
}
}
}
/// <summary>
/// The character's local timescale has changed.
/// </summary>
/// <param name="timeScale">The new timescale.</param>
private void OnChangeTimeScale(float timeScale)
{
m_TimeScale = timeScale;
}
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
/// <summary>
/// The character perspective between first and third person has changed.
/// </summary>
/// <param name="firstPersonPerspective">Is the character in a first person perspective?</param>
private void OnChangePerspectives(bool firstPersonPerspective)
{
// When switching locations the local position and rotation should remain the same.
var localPosition = m_Transform.localPosition;
var localRotation = m_Transform.rotation;
var itemAction = m_Item.ItemActions[m_ItemActionID];
var perspectiveProperties = (firstPersonPerspective ? itemAction.FirstPersonPerspectiveProperties : itemAction.ThirdPersonPerspectiveProperties);
var muzzleFlashLocation = (perspectiveProperties as IShootableWeaponPerspectiveProperties).MuzzleFlashLocation;
m_Transform.parent = muzzleFlashLocation;
m_Transform.localPosition = localPosition;
m_Transform.rotation = localRotation;
m_GameObject.layer = firstPersonPerspective ? LayerManager.Overlay : m_StartLayer;
}
#endif
/// <summary>
/// The object has been disabled.
/// </summary>
private void OnDisable()
{
if (m_Pooled && m_Character != null) {
EventHandler.UnregisterEvent<float>(m_Character, "OnCharacterChangeTimeScale", OnChangeTimeScale);
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
EventHandler.UnregisterEvent<bool>(m_Character, "OnCharacterChangePerspectives", OnChangePerspectives);
#endif
m_Character = null;
}
}
}
}