holopy3/Assets/SteamVR/InteractionSystem/Longbow/Scripts/FireSource.cs

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2020-12-10 14:25:12 +00:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: This object can be set on fire
//
//=============================================================================
using UnityEngine;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class FireSource : MonoBehaviour
{
public GameObject fireParticlePrefab;
public bool startActive;
private GameObject fireObject;
public ParticleSystem customParticles;
public bool isBurning;
public float burnTime;
public float ignitionDelay = 0;
private float ignitionTime;
private Hand hand;
public AudioSource ignitionSound;
public bool canSpreadFromThisSource = true;
//-------------------------------------------------
void Start()
{
if ( startActive )
{
StartBurning();
}
}
//-------------------------------------------------
void Update()
{
if ( ( burnTime != 0 ) && ( Time.time > ( ignitionTime + burnTime ) ) && isBurning )
{
isBurning = false;
if ( customParticles != null )
{
customParticles.Stop();
}
else
{
Destroy( fireObject );
}
}
}
//-------------------------------------------------
void OnTriggerEnter( Collider other )
{
if ( isBurning && canSpreadFromThisSource )
{
other.SendMessageUpwards( "FireExposure", SendMessageOptions.DontRequireReceiver );
}
}
//-------------------------------------------------
private void FireExposure()
{
if ( fireObject == null )
{
Invoke( "StartBurning", ignitionDelay );
}
if ( hand = GetComponentInParent<Hand>() )
{
hand.TriggerHapticPulse( 1000 );
}
}
//-------------------------------------------------
private void StartBurning()
{
isBurning = true;
ignitionTime = Time.time;
// Play the fire ignition sound if there is one
if ( ignitionSound != null )
{
ignitionSound.Play();
}
if ( customParticles != null )
{
customParticles.Play();
}
else
{
if ( fireParticlePrefab != null )
{
fireObject = Instantiate( fireParticlePrefab, transform.position, transform.rotation ) as GameObject;
fireObject.transform.parent = transform;
}
}
}
}
}