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using System.Collections.Generic;
using UnityEngine;
public class Smoke : MonoBehaviour
{
public Vector3 m_vel = Vector3.up;
public float m_randomVel = 0.1f;
public float m_force = 0.1f;
public float m_ttl = 10f;
public float m_fadetime = 3f;
private Rigidbody m_body;
private float m_time;
private float m_fadeTimer = -1f;
private bool m_added;
private MeshRenderer m_mr;
private static List<Smoke> m_smoke = new List<Smoke>();
private void Awake()
{
m_body = GetComponent<Rigidbody>();
m_smoke.Add(this);
m_added = true;
m_mr = GetComponent<MeshRenderer>();
m_vel += Quaternion.Euler(0f, Random.Range(0, 360), 0f) * Vector3.forward * m_randomVel;
}
private void OnDestroy()
{
if (m_added)
{
m_smoke.Remove(this);
m_added = false;
}
}
public void StartFadeOut()
{
if (!(m_fadeTimer >= 0f))
{
if (m_added)
{
m_smoke.Remove(this);
m_added = false;
}
m_fadeTimer = 0f;
}
}
public static int GetTotalSmoke()
{
return m_smoke.Count;
}
public static void FadeOldest()
{
if (m_smoke.Count != 0)
{
m_smoke[0].StartFadeOut();
}
}
public static void FadeMostDistant()
{
if (m_smoke.Count == 0)
{
return;
}
Camera mainCamera = Utils.GetMainCamera();
if (mainCamera == null)
{
return;
}
Vector3 position = mainCamera.transform.position;
int num = -1;
float num2 = 0f;
for (int i = 0; i < m_smoke.Count; i++)
{
float num3 = Vector3.Distance(m_smoke[i].transform.position, position);
if (num3 > num2)
{
num = i;
num2 = num3;
}
}
if (num != -1)
{
m_smoke[num].StartFadeOut();
}
}
private void Update()
{
m_time += Time.deltaTime;
if (m_time > m_ttl && m_fadeTimer < 0f)
{
StartFadeOut();
}
float num = 1f - Mathf.Clamp01(m_time / m_ttl);
m_body.mass = num * num;
Vector3 velocity = m_body.velocity;
Vector3 vel = m_vel;
vel.y *= num;
Vector3 vector = vel - velocity;
m_body.AddForce(vector * m_force * Time.deltaTime, ForceMode.VelocityChange);
if (m_fadeTimer >= 0f)
{
m_fadeTimer += Time.deltaTime;
float a = 1f - Mathf.Clamp01(m_fadeTimer / m_fadetime);
Color color = m_mr.material.color;
color.a = a;
m_mr.material.color = color;
if (m_fadeTimer >= m_fadetime)
{
Object.Destroy(base.gameObject);
}
}
}
}
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