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using UnityEngine;
public class GlobalWind : MonoBehaviour
{
public float m_multiplier = 1f;
public bool m_smoothUpdate;
public bool m_alignToWindDirection;
[Header("Particles")]
public bool m_particleVelocity = true;
public bool m_particleForce;
public bool m_particleEmission;
public int m_particleEmissionMin;
public int m_particleEmissionMax = 1;
[Header("Cloth")]
public float m_clothRandomAccelerationFactor = 0.5f;
public bool m_checkPlayerShelter;
private ParticleSystem m_ps;
private Cloth m_cloth;
private Player m_player;
private void Start()
{
if (!(EnvMan.instance == null))
{
m_ps = GetComponent<ParticleSystem>();
m_cloth = GetComponent<Cloth>();
if (m_checkPlayerShelter)
{
m_player = GetComponentInParent<Player>();
}
if (m_smoothUpdate)
{
InvokeRepeating("UpdateWind", 0f, 0.01f);
return;
}
InvokeRepeating("UpdateWind", Random.Range(1.5f, 2.5f), 2f);
UpdateWind();
}
}
private void UpdateWind()
{
if (m_alignToWindDirection)
{
Vector3 windDir = EnvMan.instance.GetWindDir();
base.transform.rotation = Quaternion.LookRotation(windDir, Vector3.up);
}
if ((bool)m_ps)
{
if (!m_ps.emission.enabled)
{
return;
}
Vector3 windForce = EnvMan.instance.GetWindForce();
if (m_particleVelocity)
{
ParticleSystem.VelocityOverLifetimeModule velocityOverLifetime = m_ps.velocityOverLifetime;
velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
velocityOverLifetime.x = windForce.x * m_multiplier;
velocityOverLifetime.z = windForce.z * m_multiplier;
}
if (m_particleForce)
{
ParticleSystem.ForceOverLifetimeModule forceOverLifetime = m_ps.forceOverLifetime;
forceOverLifetime.space = ParticleSystemSimulationSpace.World;
forceOverLifetime.x = windForce.x * m_multiplier;
forceOverLifetime.z = windForce.z * m_multiplier;
}
if (m_particleEmission)
{
ParticleSystem.EmissionModule emission = m_ps.emission;
emission.rateOverTimeMultiplier = Mathf.Lerp(m_particleEmissionMin, m_particleEmissionMax, EnvMan.instance.GetWindIntensity());
}
}
if ((bool)m_cloth)
{
Vector3 vector = EnvMan.instance.GetWindForce();
if (m_checkPlayerShelter && m_player != null && m_player.InShelter())
{
vector = Vector3.zero;
}
m_cloth.externalAcceleration = vector * m_multiplier;
m_cloth.randomAcceleration = vector * m_multiplier * m_clothRandomAccelerationFactor;
}
}
}
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