RosimInc 9d06c3fe30 Started implementing game time, player awareness update after death.
Signed-off-by: RosimInc <rosim_inc@hotmail.com>
2015-08-14 18:51:31 -04:00

89 lines
2.4 KiB
C#

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