1 using UnityEngine;
2 using
System.Collections;
3
4 [RequireComponent (
typeof (Detonator))]
5 [AddComponentMenu(
"Detonator/Heatwave (Pro Only)")]
6 public
class DetonatorHeatwave : DetonatorComponent {
7     
8     
private GameObject _heatwave;
9     
10     
private float s;
11     
private float _startSize;
12     
private float _maxSize;
13     
private float _baseDuration = .25f;
14     
private bool _delayedExplosionStarted = false;
15     
private float _explodeDelay;
16     
17     
public float zOffset = .5f;
18     
public float distortion = 64;
19     
20     
private float _elapsedTime = 0f;
21     
private float _normalizedTime;
22     
23     
public Material heatwaveMaterial;
24     
private Material _material; //tmp material we alter at runtime;
25     
26     
override public void Init()
27     {
28         
//we don't want to do anything until we explode
29     }
30     
31     
void Update ()
32     {
33         
if (_delayedExplosionStarted)
34         {
35             _explodeDelay = (_explodeDelay - Time.deltaTime);
36             
if (_explodeDelay <= 0f)
37             {
38                 Explode();
39             }
40         }
41         
42         
//_heatwave doesn't get defined unless SystemInfo.supportsImageEffects is true, checked in Explode()
43         
if (_heatwave)
44         {
45             
// billboard it so it always faces the camera - can't use regular lookat because the built in Unity plane is lame
46             _heatwave.transform.rotation = Quaternion.FromToRotation(Vector3.up, Camera.main.transform.position - _heatwave.transform.position);
47             _heatwave.transform.localPosition = localPosition + (Vector3.forward * zOffset);
48             
49             _elapsedTime = _elapsedTime + Time.deltaTime;
50             _normalizedTime = _elapsedTime/duration;
51             
52             
//thought about this, and really, the wave would move linearly, fading in amplitude.
53             s = Mathf.Lerp(_startSize,_maxSize,_normalizedTime);
54             
55             _heatwave.GetComponent<Renderer>().material.SetFloat(
"_BumpAmt", ((1-_normalizedTime) * distortion));
56             
57             _heatwave.gameObject.transform.localScale =
new Vector3(s,s,s);
58             
if (_elapsedTime > duration) Destroy(_heatwave.gameObject);
59         }
60     }
61     
62     
override public void Explode()
63     {
64         
//try to early out if we can't draw this (not sure if this also gets us out of Unity Indie)
65         
if (SystemInfo.supportsImageEffects)
66         {
67             
if ((detailThreshold > detail) || !on) return;
68
69             
if (!_delayedExplosionStarted)
70             {
71                 _explodeDelay = explodeDelayMin + (Random.
value * (explodeDelayMax - explodeDelayMin));
72             }
73             
if (_explodeDelay <= 0)
74             {
75                 
//incoming size is based on 1, so we multiply here
76                 _startSize =
0f;
77                 _maxSize = size *
10f;
78
79                 _material =
new Material(Shader.Find("HeatDistort"));
80                 _heatwave = GameObject.CreatePrimitive(PrimitiveType.Plane);
81                 _heatwave.name =
"Heatwave";
82                 _heatwave.transform.parent =
this.transform;
83                 Destroy(_heatwave.GetComponent(
typeof(MeshCollider)));
84
85                 
if (!heatwaveMaterial) heatwaveMaterial = MyDetonator().heatwaveMaterial;
86                 _material.CopyPropertiesFromMaterial(heatwaveMaterial);
87                 _heatwave.GetComponent<Renderer>().material = _material;
88                 _heatwave.transform.parent =
this.transform;
89
90                 _delayedExplosionStarted =
false;
91                 _explodeDelay =
0f;
92             }
93             
else
94             {
95                 _delayedExplosionStarted =
true;
96             }
97         }
98     }
99     
100     
public void Reset()
101     {
102         duration = _baseDuration;
103     }
104 }


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