Station.cs 3.1 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class Station : MonoBehaviour
  5. {
  6. public float maxPower;
  7. public Transform gauge;
  8. public float powerSuckDelay = 1;
  9. public float powerLevel;
  10. public float randomRayOffset;
  11. public LineRenderer lineRenderer;
  12. private IEnumerator drainCoroutine;
  13. private Transform lineTarget;
  14. public float maxBeamWidth;
  15. public float beamWidthFadeSeconds;
  16. // Use this for initialization
  17. void Start ()
  18. {
  19. powerLevel = 0;
  20. lineTarget = lineRenderer.transform;
  21. var midpoint =
  22. (lineRenderer.transform.position +
  23. lineTarget.position)/2;
  24. lineRenderer.SetPositions(new Vector3[]{
  25. lineRenderer.transform.position,
  26. midpoint + Vector3.up,
  27. lineTarget.position,
  28. });
  29. lineRenderer.endWidth = 0;
  30. }
  31. // Update is called once per frame
  32. void Update () {
  33. UpdatePowerBar();
  34. }
  35. void PowerUp(float delta)
  36. {
  37. powerLevel += delta;
  38. if (powerLevel >= maxPower)
  39. Debug.Log("Station at max power!");
  40. UpdatePowerBar();
  41. }
  42. private void UpdatePowerBar()
  43. {
  44. var level = powerLevel / maxPower;
  45. gauge.localScale = new Vector3(1, level, 1);
  46. var midpoint =
  47. (lineRenderer.transform.position +
  48. lineTarget.position)/2;
  49. lineRenderer.SetPosition(1, midpoint + randomRayOffset * Random.onUnitSphere);
  50. lineRenderer.SetPosition(2, lineTarget.position);
  51. lineRenderer.material.mainTextureOffset = new Vector2((4 * Time.time) % 1, 0);
  52. }
  53. void OnTriggerEnter(Collider other)
  54. {
  55. if (other.CompareTag("Player"))
  56. {
  57. lineRenderer.enabled = true;
  58. lineTarget = other.transform;
  59. drainCoroutine = DrainPower(other.GetComponent<Player>());
  60. StartCoroutine(drainCoroutine);
  61. StartCoroutine(LerpBeamEndWidth(maxBeamWidth, beamWidthFadeSeconds));
  62. }
  63. }
  64. private IEnumerator LerpBeamEndWidth(float tarvetValue, float duration)
  65. {
  66. float startValue = lineRenderer.endWidth;
  67. for (float t = 0; t < duration; t += Time.deltaTime)
  68. {
  69. lineRenderer.endWidth = Mathf.Lerp(startValue, tarvetValue, t / duration);
  70. yield return null;
  71. }
  72. if (Mathf.Approximately(tarvetValue, 0))
  73. {
  74. lineRenderer.enabled = false;
  75. }
  76. }
  77. void OnTriggerExit(Collider other)
  78. {
  79. if (other.CompareTag("Player"))
  80. {
  81. //lineTarget = lineRenderer.transform;
  82. if (drainCoroutine != null)
  83. StopCoroutine(drainCoroutine);
  84. StartCoroutine(LerpBeamEndWidth(0, beamWidthFadeSeconds));
  85. }
  86. }
  87. private IEnumerator DrainPower(Player player)
  88. {
  89. while (player.PowerLevel >= 1f)
  90. {
  91. if (powerLevel >= maxPower)
  92. {
  93. yield break;
  94. }
  95. yield return new WaitForSeconds(powerSuckDelay);
  96. PowerUp(1);
  97. player.PowerLevel -= 1f;
  98. UpdatePowerBar();
  99. }
  100. }
  101. }