RosimInc d05abccd45 Implemented the death noticing and friendship beam coloring.
Signed-off-by: RosimInc <rosim_inc@hotmail.com>
2015-08-15 15:13:50 -04:00

144 lines
3.5 KiB
C#

using UnityEngine;
using System.Collections;
using DeathBook.Util;
using DeathBook.Model;
[RequireComponent(typeof(LineRenderer))]
public class Link : MonoBehaviour, IObserver
{
private float highlightAlpha = 0.8f;
private float defaultAlpha = 0.5f;
private Color currentDefaultColor;
private Color currentHighlightColor;
private static float defaultScale = 0.03f;
private float hightlightScale = 0.2f;
private bool isHighlighted = false;
[SerializeField]
private Transform StartPoint;
[SerializeField]
private Transform EndPoint;
[SerializeField]
private LineRenderer BeamLine;
//public ParticleSystem BeamParticles;
private Transform StartObject;
private Transform EndObject;
private FriendshipLink model;
public FriendshipLink Model
{
get { return model; }
set
{
model = value;
model.Subscribe(this);
//Make it between 0.1 and 0.4
GetColors(Model.Awareness);
hightlightScale = Model.Importance * 0.3f + 0.1f;
Highlight(false);
}
}
private float LIFETIME_RATIO = 0.025f;
private Renderer _renderer;
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);
}
public void Notify()
{
GetColors(Model.Awareness);
UpdateBeam();
//TODO SR
}
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)
{
; isHighlighted = state;
UpdateBeam();
}
private void GetColors(float level)
{
//If level is 0.0, green [0,1,0].
//If level is 0.5, yellow [1,1,0].
//If level is 1.0, red [1,0,0].
float r = 1f;
float g = 1f;
if (level < 0.5f)
r = Mathf.Lerp(0, 1, level*2);
else
g = Mathf.Lerp(1, 0, level * 2 - 1);
currentDefaultColor = new Color(r, g, 0f, defaultAlpha);
currentHighlightColor = new Color(r, g, 0f, highlightAlpha);
}
private void UpdateBeam()
{
float width = isHighlighted ? hightlightScale : defaultScale;
BeamLine.SetWidth(width, width);
_renderer.material.SetColor("_TintColor", isHighlighted ? currentHighlightColor : currentDefaultColor);
}
}