Files
lurchvolution/Assets/Scripts/LightLurch.cs
2018-09-01 19:27:39 +02:00

133 lines
3.8 KiB
C#

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");
lightSource.enabled = true;
}
// 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;
}
}