2021-04-16 20:30:49 +02:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using NaughtyAttributes.Test;
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2021-05-11 02:48:24 +02:00
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using TMPro;
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2021-04-16 20:30:49 +02:00
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using UnityEngine;
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public class Glove : MonoBehaviour
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{
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[SerializeField] private GameObject[] _cylinders;
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[SerializeField] private Transform _graphics;
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private TrailRenderer[] _trails;
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private Renderer[] _renderers;
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// TODO: refactor to settings object
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[SerializeField] private float _baseTrailTime;
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[SerializeField] private float _blinkTrailTime;
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[SerializeField] private float _pulseTime;
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[SerializeField] private Material _trailMat;
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[SerializeField] private float _emissionScale;
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[SerializeField] private float _rotationSpeed;
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[SerializeField] private float _scaleFactor;
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2021-05-18 16:28:41 +02:00
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[SerializeField] private Light _light;
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[SerializeField] private float _lightIntensity;
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2021-04-16 20:30:49 +02:00
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private const string EMISSION_COLOR = "_EmissionColor";
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private void Start()
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{
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_trails = GetComponentsInChildren<TrailRenderer>();
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_renderers = GetComponentsInChildren<Renderer>();
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foreach (var trail in _trails)
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{
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trail.time = _baseTrailTime;
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}
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2021-05-18 16:28:41 +02:00
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_lightIntensity = 0;
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2021-04-16 20:30:49 +02:00
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}
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private void LateUpdate()
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{
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_graphics.Rotate(Vector3.up * (Time.deltaTime * _rotationSpeed));
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}
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public void Pulse()
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{
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_graphics.transform.localScale = Vector3.one * _scaleFactor;
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_graphics.DOScale(Vector3.one, _pulseTime);
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foreach (var trail in _trails)
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{
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trail.time = _blinkTrailTime;
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trail.DOTime(_baseTrailTime, _pulseTime);
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}
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2021-05-18 16:28:41 +02:00
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_light.intensity =
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// var baseEmission = _trailMat.GetColor(EMISSION_COLOR);
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// var pulseEmission = baseEmission * _emissionScale;
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// foreach (var renderer in _renderers)
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// {
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// renderer.material.SetColor(EMISSION_COLOR, pulseEmission);
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// renderer.material.DOColor(baseEmission, _pulseTime);
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// }
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2021-04-16 20:30:49 +02:00
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}
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}
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