LightningParticleSpellScript.cs 7.3 KB

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  1. //
  2. // Procedural Lightning for Unity
  3. // (c) 2015 Digital Ruby, LLC
  4. // Source code may be used for personal or commercial projects.
  5. // Source code may NOT be redistributed or sold.
  6. //
  7. using System.Collections;
  8. using System.Collections.Generic;
  9. using UnityEngine;
  10. namespace DigitalRuby.ThunderAndLightning
  11. {
  12. /// <summary>
  13. /// Lightning bolt spell that uses a particle system
  14. /// </summary>
  15. public class LightningParticleSpellScript : LightningSpellScript, ICollisionHandler
  16. {
  17. /// <summary>
  18. /// Particle system
  19. /// </summary>
  20. [Header("Particle system")]
  21. public ParticleSystem ParticleSystem;
  22. /// <summary>Particle system collision interval. This time must elapse before another collision will be registered.</summary>
  23. [Tooltip("Particle system collision interval. This time must elapse before another collision will be registered.")]
  24. public float CollisionInterval = 0.0f;
  25. /// <summary>
  26. /// Collision time remaining
  27. /// </summary>
  28. protected float collisionTimer;
  29. /// <summary>
  30. /// Particle system callback. Parameters are game object, collision events, and number of collision events
  31. /// </summary>
  32. [HideInInspector]
  33. public System.Action<GameObject, List<ParticleCollisionEvent>, int> CollisionCallback;
  34. /// <summary>Whether to enable point lights for the particles</summary>
  35. [Header("Particle Light Properties")]
  36. [Tooltip("Whether to enable point lights for the particles")]
  37. public bool EnableParticleLights = true;
  38. /// <summary>Possible range of colors for particle lights</summary>
  39. [SingleLineClamp("Possible range for particle lights", 0.001, 100.0f)]
  40. public RangeOfFloats ParticleLightRange = new RangeOfFloats { Minimum = 2.0f, Maximum = 5.0f };
  41. /// <summary>Possible range of intensity for particle lights</summary>
  42. [SingleLineClamp("Possible range of intensity for particle lights", 0.01f, 8.0f)]
  43. public RangeOfFloats ParticleLightIntensity = new RangeOfFloats { Minimum = 0.2f, Maximum = 0.3f };
  44. /// <summary>Possible range of colors for particle lights</summary>
  45. [Tooltip("Possible range of colors for particle lights")]
  46. public Color ParticleLightColor1 = Color.white;
  47. /// <summary>Possible range of colors for particle lights</summary>
  48. [Tooltip("Possible range of colors for particle lights")]
  49. public Color ParticleLightColor2 = Color.white;
  50. /// <summary>The culling mask for particle lights</summary>
  51. [Tooltip("The culling mask for particle lights")]
  52. public LayerMask ParticleLightCullingMask = -1;
  53. private ParticleSystem.Particle[] particles = new ParticleSystem.Particle[512];
  54. private readonly List<GameObject> particleLights = new List<GameObject>();
  55. private void PopulateParticleLight(Light src)
  56. {
  57. src.bounceIntensity = 0.0f;
  58. src.type = LightType.Point;
  59. src.shadows = LightShadows.None;
  60. src.color = new Color
  61. (
  62. UnityEngine.Random.Range(ParticleLightColor1.r, ParticleLightColor2.r),
  63. UnityEngine.Random.Range(ParticleLightColor1.g, ParticleLightColor2.g),
  64. UnityEngine.Random.Range(ParticleLightColor1.b, ParticleLightColor2.b),
  65. 1.0f
  66. );
  67. src.cullingMask = ParticleLightCullingMask;
  68. src.intensity = UnityEngine.Random.Range(ParticleLightIntensity.Minimum, ParticleLightIntensity.Maximum);
  69. src.range = UnityEngine.Random.Range(ParticleLightRange.Minimum, ParticleLightRange.Maximum);
  70. }
  71. private void UpdateParticleLights()
  72. {
  73. if (!EnableParticleLights)
  74. {
  75. return;
  76. }
  77. int count = ParticleSystem.GetParticles(particles);
  78. while (particleLights.Count < count)
  79. {
  80. GameObject lightObj = new GameObject("LightningParticleSpellLight");
  81. lightObj.hideFlags = HideFlags.HideAndDontSave;
  82. PopulateParticleLight(lightObj.AddComponent<Light>());
  83. particleLights.Add(lightObj);
  84. }
  85. while (particleLights.Count > count)
  86. {
  87. GameObject.Destroy(particleLights[particleLights.Count - 1]);
  88. particleLights.RemoveAt(particleLights.Count - 1);
  89. }
  90. for (int i = 0; i < count; i++)
  91. {
  92. particleLights[i].transform.position = particles[i].position;
  93. }
  94. }
  95. private void UpdateParticleSystems()
  96. {
  97. if (EmissionParticleSystem != null && EmissionParticleSystem.isPlaying)
  98. {
  99. EmissionParticleSystem.transform.position = SpellStart.transform.position;
  100. EmissionParticleSystem.transform.forward = Direction;
  101. }
  102. if (ParticleSystem != null)
  103. {
  104. if (ParticleSystem.isPlaying)
  105. {
  106. ParticleSystem.transform.position = SpellStart.transform.position;
  107. ParticleSystem.transform.forward = Direction;
  108. }
  109. UpdateParticleLights();
  110. }
  111. }
  112. /// <summary>
  113. /// OnDestroy
  114. /// </summary>
  115. protected override void OnDestroy()
  116. {
  117. base.OnDestroy();
  118. foreach (GameObject l in particleLights)
  119. {
  120. GameObject.Destroy(l);
  121. }
  122. }
  123. /// <summary>
  124. /// Start
  125. /// </summary>
  126. protected override void Start()
  127. {
  128. base.Start();
  129. }
  130. /// <summary>
  131. /// Update
  132. /// </summary>
  133. protected override void Update()
  134. {
  135. base.Update();
  136. UpdateParticleSystems();
  137. collisionTimer -= LightningBoltScript.DeltaTime;
  138. }
  139. /// <summary>
  140. /// Fires when spell is cast
  141. /// </summary>
  142. protected override void OnCastSpell()
  143. {
  144. if (ParticleSystem != null)
  145. {
  146. ParticleSystem.Play();
  147. UpdateParticleSystems();
  148. }
  149. }
  150. /// <summary>
  151. /// Fires when spell is stopped
  152. /// </summary>
  153. protected override void OnStopSpell()
  154. {
  155. if (ParticleSystem != null)
  156. {
  157. ParticleSystem.Stop();
  158. }
  159. }
  160. /// <summary>
  161. /// Handle a particle collision. Derived classes can override to provide custom logic.
  162. /// </summary>
  163. /// <param name="obj">Game Object</param>
  164. /// <param name="collisions">Collisions</param>
  165. /// <param name="collisionCount">Number of collisions</param>
  166. void ICollisionHandler.HandleCollision(GameObject obj, List<ParticleCollisionEvent> collisions, int collisionCount)
  167. {
  168. if (collisionTimer <= 0.0f)
  169. {
  170. collisionTimer = CollisionInterval;
  171. PlayCollisionSound(collisions[0].intersection);
  172. ApplyCollisionForce(collisions[0].intersection);
  173. if (CollisionCallback != null)
  174. {
  175. CollisionCallback(obj, collisions, collisionCount);
  176. }
  177. }
  178. }
  179. }
  180. }