Files
BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/Objects/ItemAssist/Smoke.cs
Scove 3e39117acc Consolidate third-party plugins into Assets/Plugins
Move and consolidate many third-party plugin files and metadata from various locations (notably Assets/Third Parties/Plugins 1 and scattered Opsive/Photon folders) into a unified Assets/Plugins directory. Includes DOTween, PrimeTween, Native/BackroomsNoise, Sirenix/Odin Inspector, and Opsive UltimateCharacterController/shared libs, plus updates to several .meta files and removal of obsolete installer/legacy files. This standardizes plugin layout and cleans up duplicate/obsolete assets.
2026-06-16 18:41:44 +07:00

124 lines
5.1 KiB
C#

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