1 Commits

Author SHA1 Message Date
Jan Groß
9da1f82f20 LightLurch ability
Makes the lurch glow.
Can increase and decrease light as well as emission if the special "LightUp" ability is used.
2018-09-01 17:30:37 +02:00
27 changed files with 1536 additions and 1023 deletions

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View File

@@ -192,16 +192,14 @@ public class LurchMovement : MonoBehaviour {
bool AmSticking() bool AmSticking()
{ {
if (canStick) { RaycastHit hit;
RaycastHit hit; if (Physics.Raycast(theLurch.position, theLurch.forward, out hit, 1.4f))
if (Physics.Raycast(theLurch.position, theLurch.forward, out hit, 1.4f)) {
{ return true;
return true; }
} if (lurchBody.isKinematic)
if (lurchBody.isKinematic) {
{ return true;
return true;
}
} }
return false; return false;

View File

@@ -1,38 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CutscenePlayer : MonoBehaviour {
public Sprite[] theSprites;
public Image theBase;
public float speed = 1.0f;
private float TUNS = 0.0f;
private int i = 0;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (i < theSprites.Length + 1) {
if (Time.time > TUNS)
{
i += 1;
if(i < theSprites.Length)
theBase.sprite = theSprites[i];
TUNS = Time.time + speed;
}
}
else
{
this.gameObject.SetActive(false);
}
}
}

View File

@@ -0,0 +1,131 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LightLurch : MonoBehaviour {
private enum states { standard, lit, unlit }
[Header("Distances")]
[SerializeField]
private float standardRadius, standardIntensity;
[SerializeField]
private float tinyRadius, tinyIntensity;
[SerializeField]
private float maxRadius, maxIntensity;
[Header("Emission")]
[SerializeField]
private float emissionMultiplier = 1;
private float emissionValue;
[SerializeField]
private float maxEmission, minEmission, baseEmission = 1;
private float intensitySnapshot;
private Light lightSource;
private Renderer lurchRenderer;
[SerializeField]
private KeyCode triggerButton;
[SerializeField]
private float litDuration;
[SerializeField]
private float unLitDuration;
[SerializeField]
private float animationSpeed;
[Header("Debug")]
[SerializeField]
private states state;
[SerializeField]
private float t = 0;
[SerializeField]
private float ldCounter;
private float llCounter;
// Use this for initialization
void Start () {
state = states.standard;
GameObject lurch = GetComponent<LurchMovement>().theLurch.gameObject;
lightSource = lurch.GetComponent<Light>();
lurchRenderer = lurch.GetComponent<Renderer>();
lightSource.color = lurchRenderer.material.GetColor("_Color");
intensitySnapshot = lightSource.intensity;
lurchRenderer.material.SetColor("_EmissionColor", lightSource.color * (emissionMultiplier * emissionValue));
emissionValue = baseEmission;
lurchRenderer.material.EnableKeyword("_EMISSION");
}
// Update is called once per frame
void Update () {
t += Time.deltaTime * animationSpeed;
lurchRenderer.material.SetColor("_EmissionColor", lightSource.color * (emissionMultiplier * emissionValue));
switch (state)
{
case states.standard:
StandardGlow();
break;
case states.lit:
LightUp();
break;
case states.unlit:
GlowLow();
break;
}
if (Input.GetKeyDown(triggerButton) && state == states.standard)
{
t = 0;
ldCounter = litDuration;
llCounter = animationSpeed;
state = states.lit;
}
}
private void StandardGlow()
{
lightSource.intensity = Mathf.Lerp(tinyIntensity, standardIntensity, t);
lightSource.range = Mathf.Lerp(tinyRadius, standardRadius, t);
emissionValue = Mathf.Lerp(minEmission, baseEmission, t);
}
private void LightUp()
{
lightSource.intensity = Mathf.Lerp(standardIntensity, maxIntensity, t);
lightSource.range = Mathf.Lerp(standardRadius, maxRadius, t);
emissionValue = Mathf.Lerp(baseEmission, maxEmission, t);
if (ldCounter <= 0)
{
t = 0;
state = states.unlit;
ldCounter = unLitDuration;
llCounter = animationSpeed;
return;
}
ldCounter -= Time.deltaTime;
}
private void GlowLow()
{
lightSource.intensity = Mathf.Lerp(maxIntensity, tinyIntensity, t);
lightSource.range = Mathf.Lerp(maxRadius, tinyRadius, t);
emissionValue = Mathf.Lerp(maxEmission, minEmission, t);
if (llCounter <= 0)
{
if (ldCounter <= 0)
{
t = 0;
state = states.standard;
llCounter = animationSpeed;
return;
}
ldCounter -= Time.deltaTime;
}
llCounter -= Time.deltaTime;
}
}

View File

@@ -1,5 +1,5 @@
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View File

@@ -1,39 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MateMate : MonoBehaviour {
public bool mateStick;
public bool mateGlide;
public bool mateGlow;
public GameObject cutscene;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
private void OnTriggerEnter(Collider other)
{
if (other.transform.root.GetComponentInChildren<LurchMovement>())
{
if(mateStick)
other.transform.root.GetComponentInChildren<LurchMovement>().canStick = true;
if(mateGlide)
other.transform.root.GetComponentInChildren<LurchMovement>().canGlide = true;
if(mateGlow)
//other.transform.root.GetComponentInChildren<LurchMovement>().canGlide = true;
cutscene.SetActive(true);
}
}
}

View File

@@ -1,5 +1,5 @@
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View File

@@ -0,0 +1,63 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DarkAmbience : MonoBehaviour {
private float defaultEnvLightingIntensity, defaultEnfReflectionIntensity;
[SerializeField]
private float targetEnvLightingIntensity, targetEnfReflectionIntensity;
[SerializeField]
private float lerpSpeed;
[SerializeField]
private bool isDark = false;
private float t = 0;
// Use this for initialization
void Start () {
defaultEnvLightingIntensity = RenderSettings.ambientIntensity;
defaultEnfReflectionIntensity = RenderSettings.reflectionIntensity;
}
public void SwitchDarkness(bool dark)
{
isDark = dark;
t = 0;
}
private void OnValidate()
{
t = 0;
}
private void OnTriggerEnter(Collider other)
{
if(other.transform.root.tag == "Player")
{
SwitchDarkness(true);
}
}
private void OnTriggerExit(Collider other)
{
if (other.transform.root.tag == "Player")
{
SwitchDarkness(false);
}
}
// Update is called once per frame
void Update () {
if(isDark)
{
RenderSettings.ambientIntensity = Mathf.Lerp(defaultEnvLightingIntensity, targetEnvLightingIntensity, t);
RenderSettings.reflectionIntensity = Mathf.Lerp(defaultEnfReflectionIntensity, targetEnfReflectionIntensity, t);
}
else
{
RenderSettings.ambientIntensity = Mathf.Lerp(targetEnvLightingIntensity, defaultEnvLightingIntensity, t);
RenderSettings.reflectionIntensity = Mathf.Lerp(targetEnfReflectionIntensity, defaultEnfReflectionIntensity , t);
}
t += Time.deltaTime * lerpSpeed;
}
}

View File

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