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https://github.com/ConjureETS/DeathBook.git
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89 lines
2.4 KiB
C#
89 lines
2.4 KiB
C#
using UnityEngine;
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using System.Collections;
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[RequireComponent(typeof(LineRenderer))]
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public class FriendshipLink : MonoBehaviour
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{
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public Color HighlightedColor = new Color(1f, 1f, 1f, 0.5f);
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[SerializeField]
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private Transform StartPoint;
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[SerializeField]
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private Transform EndPoint;
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[SerializeField]
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private LineRenderer BeamLine;
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//public ParticleSystem BeamParticles;
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[SerializeField]
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private Transform StartObject;
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[SerializeField]
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private Transform EndObject;
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private float LIFETIME_RATIO = 0.025f;
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private Renderer _renderer;
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private Color _defaultColor;
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void Awake()
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{
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// Set the importance (weight) of the link here
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BeamLine.SetWidth(0.2f, 0.2f);
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_renderer = BeamLine.GetComponent<Renderer>();
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_renderer.material = Instantiate(_renderer.material);
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_defaultColor = _renderer.material.GetColor("_TintColor");
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//Activate(false);
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}
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void Update()
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{
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UpdateVisualEffects();
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}
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public void Activate(bool state)
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{
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BeamLine.gameObject.SetActive(state);
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// We need to re-update after changing the state of the visuals since the transform of the targetted robot may have changed
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UpdateVisualEffects();
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}
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private void UpdateVisualEffects()
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{
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StartPoint.position = StartObject.position + new Vector3(0f, 0f, 0f);
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EndPoint.position = EndObject.position + new Vector3(0f, 0f, 0f);
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float angle = Vector3.Angle(EndPoint.position - StartPoint.position, transform.right);
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angle = EndPoint.position.y > StartPoint.position.y ? angle : -angle;
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float distance = Vector3.Magnitude(EndPoint.position - StartPoint.position);
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//BeamParticles.startLifetime = distance * LIFETIME_RATIO;
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StartPoint.eulerAngles = new Vector3(0f, 0f, angle);
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BeamLine.SetPosition(0, StartPoint.position);
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BeamLine.SetPosition(1, EndPoint.position);
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}
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public void AttachToObjects(GameObject origin, GameObject destination)
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{
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StartObject = origin.transform;
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EndObject = destination.transform;
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}
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public void Highlight(bool state, float weight)
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{
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// For now, the weight does nothing but it should eventually influence the intensity and size of the link
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_renderer.material.SetColor("_TintColor", state ? HighlightedColor : _defaultColor);
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}
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}
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