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/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.Objects.ItemAssist
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{
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using Opsive.Shared.Events;
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using Opsive.Shared.Game;
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using Opsive.UltimateCharacterController.Character;
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using Opsive.UltimateCharacterController.Game;
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using Opsive.UltimateCharacterController.Items;
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using Opsive.UltimateCharacterController.Items.Actions.PerspectiveProperties;
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using UnityEngine;
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/// <summary>
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/// The Smoke component is attached to a GameObject with the a ParticleSystem attached representing smoke.
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/// </summary>
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public class Smoke : MonoBehaviour
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{
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private GameObject m_GameObject;
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private Transform m_Transform;
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private Item m_Item;
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private int m_ItemActionID;
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private ParticleSystem[] m_Particles;
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private ParticleSystemSimulationSpace[] m_SimulationSpace;
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private GameObject m_Character;
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private int m_StartLayer;
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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private void Awake()
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{
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m_GameObject = gameObject;
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m_Transform = transform;
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m_Particles = GetComponentsInChildren<ParticleSystem>();
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m_SimulationSpace = new ParticleSystemSimulationSpace[m_Particles.Length];
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m_StartLayer = m_GameObject.layer;
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}
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/// <summary>
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/// A weapon has been fired and the smoke needs to show.
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/// </summary>
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/// <param name="item">The item that the muzzle flash is attached to.</param>
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/// <param name="itemActionID">The ID which corresponds to the ItemAction that spawned the smoke.</param>
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/// <param name="characterLocomotion">The character that the smoke is attached to.</param>
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public void Show(Item item, int itemActionID, UltimateCharacterLocomotion characterLocomotion)
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{
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m_Character = characterLocomotion.gameObject;
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EventHandler.RegisterEvent<bool>(m_Character, "OnCharacterChangePerspectives", OnChangePerspectives);
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m_Item = item;
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m_ItemActionID = itemActionID;
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m_GameObject.layer = characterLocomotion.FirstPersonPerspective ? LayerManager.Overlay : m_StartLayer;
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// Disable the object after the particles are done playing.
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float maxLifeTime = 0;
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for (int i = 0; i < m_Particles.Length; ++i) {
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m_Particles[i].Play();
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var lifeTime = 0f;
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if ((lifeTime = m_Particles[i].main.startLifetime.Evaluate(0)) > maxLifeTime) {
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maxLifeTime = lifeTime;
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}
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}
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Scheduler.Schedule(maxLifeTime, DestroySelf);
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}
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/// <summary>
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/// Place itself back in the ObjectPool.
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/// </summary>
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public void DestroySelf()
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{
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ObjectPool.Destroy(m_GameObject);
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}
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/// <summary>
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/// The character perspective between first and third person has changed.
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/// </summary>
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/// <param name="firstPersonPerspective">Is the character in a first person perspective?</param>
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private void OnChangePerspectives(bool firstPersonPerspective)
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{
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// All of the particles should be set to local space so they'll change correctly when switching perspective.
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for (int i = 0; i < m_Particles.Length; ++i) {
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m_SimulationSpace[i] = m_Particles[i].main.simulationSpace;
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var mainParticle = m_Particles[i].main;
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mainParticle.simulationSpace = ParticleSystemSimulationSpace.Local;
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}
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// When switching locations the local position and rotation should remain the same.
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var localPosition = m_Transform.localPosition;
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var localRotation = m_Transform.rotation;
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var itemAction = m_Item.ItemActions[m_ItemActionID];
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var perspectiveProperties = (firstPersonPerspective ? itemAction.FirstPersonPerspectiveProperties : itemAction.ThirdPersonPerspectiveProperties);
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var smokeLocation = (perspectiveProperties as IShootableWeaponPerspectiveProperties).SmokeLocation;
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m_Transform.parent = smokeLocation;
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m_Transform.localPosition = localPosition;
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m_Transform.rotation = localRotation;
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// Switch the particle simulation space back to the previous value.
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for (int i = 0; i < m_Particles.Length; ++i) {
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var mainParticle = m_Particles[i].main;
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mainParticle.simulationSpace = m_SimulationSpace[i];
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}
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m_GameObject.layer = firstPersonPerspective ? LayerManager.Overlay : m_StartLayer;
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}
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/// <summary>
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/// The object has been disabled.
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/// </summary>
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private void OnDisable()
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{
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if (m_Character != null) {
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EventHandler.UnregisterEvent<bool>(m_Character, "OnCharacterChangePerspectives", OnChangePerspectives);
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}
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m_Character = null;
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}
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}
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}
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