1725 lines
59 KiB
C#
1725 lines
59 KiB
C#
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using UnityEngine.Events;
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// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
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namespace SciFiShipController
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{
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/// <summary>
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/// A warp drive-like effect that works with a shipControlModule.
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/// </summary>
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[AddComponentMenu("Sci-Fi Ship Controller/Misc/Ship Warp Module")]
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[HelpURL("https://scsmmedia.com/ssc-documentation")]
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public class ShipWarpModule : MonoBehaviour
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{
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#region Enumerations
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public enum EnvAmbientSource
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{
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Colour = 0,
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Gradient = 1,
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Skybox = 2
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}
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#endregion
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#region Public Variables
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public bool initialiseOnStart = false;
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/// <summary>
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/// Allow the user of Custom Player inputs during warp
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/// </summary>
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public bool allowCustomInputs = false;
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public Color nightSkyColour = new Color(21f / 255f, 21f / 255f, 21f / 255f, 1f);
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[Tooltip("By default the ambient sky colour will be set to the nightSkyColour")]
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public bool overrideAmbientColour = false;
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[Tooltip("If overriding the ambient colour, this is the ambient sky colour")]
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public Color ambientSkyColour = new Color(21f / 255f, 21f / 255f, 21f / 255f, 1f);
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/// <summary>
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/// These methods are called immediately after the camera settings have been changed
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/// </summary>
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public SSCCameraSettingsEvt1 onChangeCameraSettings = null;
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/// <summary>
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/// These methods get called immediately before Engage() is executed.
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/// </summary>
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public UnityEvent onPreEngageWarp = null;
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/// <summary>
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/// These methods get called immediately after Engage() is executed.
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/// </summary>
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public UnityEvent onPostEngageWarp = null;
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/// <summary>
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/// These methods get called immediately before Disengage() is executed.
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/// </summary>
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public UnityEvent onPreDisengageWarp = null;
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/// <summary>
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/// These methods get called immediately after Disengage() is executed.
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/// </summary>
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public UnityEvent onPostDisengageWarp = null;
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#endregion
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#region Public Properties - General
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/// <summary>
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/// Get or set the source of the ambient light. Colour, Gradient or Skybox.
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/// </summary>
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public EnvAmbientSource EnvironmentAmbientSource { get { return envAmbientSource; } set { SetEnvironmentAmbientSource(value); } }
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/// <summary>
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/// Is the module initialised?
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/// </summary>
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public bool IsInitialised { get { return isInitialised; } }
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/// <summary>
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/// Is warp currently engaged?
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/// </summary>
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public bool IsWarpEngaged { get { return isWarpEngaged; } }
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/// <summary>
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/// If greater than zero, the time, in seconds, that warp will automatically disengage.
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/// </summary>
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public float MaxWarpDuration { get { return maxWarpDuration; } set { SetMaxWarpDuration(value); } }
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#endregion
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#region Public Properties - Camera
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/// <summary>
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/// The zero-based index of the currently used ShipCameraSetttings.
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/// Will return - 1 if th module is not initialised, or there are no active camera settings applied.
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/// </summary>
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public int CurrentCameraSettingsIndex { get { return isInitialised ? currentCameraSettingsIndex : -1; } }
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/// <summary>
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/// If there are optional camera settings configured, apply the first one when warp is engaged.
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/// </summary>
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public bool IsApplyCameraSettingsOnEngage { get { return isApplyCameraSettingsOnEngage; } set { isApplyCameraSettingsOnEngage = value; } }
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#endregion
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#region Public Static Variables
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#endregion
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#region Protected Variables - General
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/// <summary>
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/// The source of the ambient light. Colour, Gradient or Skybox
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/// </summary>
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[SerializeField] protected EnvAmbientSource envAmbientSource = EnvAmbientSource.Colour;
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/// <summary>
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/// If greater than zero, the time, in seconds, that warp will automatically disengage.
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/// </summary>
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[SerializeField, Range(0f, 300f)] protected float maxWarpDuration = 0f;
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/// <summary>
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/// The offset, in local space, from warp fx is from the position of the ship
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/// </summary>
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[SerializeField] protected Vector3 offsetFromShip = new Vector3(0f, 0f, 40f);
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protected bool isInitialised = false;
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protected bool isSavedShipSettings = false;
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protected bool isWarpEngaged = false;
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protected SSCManager sscManager = null;
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protected float savedGravitationalAcceleration = 0f;
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protected bool savedIsPlayerInputEnabled = false;
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protected SSCRandom sscRandom;
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protected float warpEngagedTimer = 0f;
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#endregion
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#region Protected Variables - Ship
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/// <summary>
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/// The amount of proportional thrust to apply to forward thrusters when warp is engaged.
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/// </summary>
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[SerializeField, Range(0f, 1f)] protected float shipForwardThrust = 0.5f;
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/// <summary>
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/// The module used to control the player ship
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/// </summary>
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[SerializeField] protected ShipControlModule shipControlModule = null;
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/// <summary>
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/// The minimum interval, in seconds, between ship shake incidents
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/// </summary>
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[SerializeField, Range(0.1f, 10f)] protected float minShakeInterval = 0.5f;
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/// <summary>
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/// The maximum interval, in seconds, between ship shake incidents
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/// </summary>
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[SerializeField, Range(0.1f, 10f)] protected float maxShakeInterval = 3f;
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/// <summary>
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/// The maximum strength of the ship shake. Smaller numbers are better.
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/// This can be overridden by calling ShakeShip(duration,strength)
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/// </summary>
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[SerializeField, Range(0.005f, 0.5f)] protected float maxShakeStrength = 0.05f;
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/// <summary>
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/// The maximum duration, in seconds, the ship will shake per incident.
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/// This can be overridden by calling ShakeShip(duration,strength).
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/// </summary>
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[SerializeField, Range(0.1f, 5f)] protected float maxShakeDuration = 0.2f;
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/// <summary>
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/// The maximum angle, in degrees, the ship can pitch down.
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/// </summary>
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[SerializeField, Range(0f, 15f)] protected float maxShipPitchDown = 1f;
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/// <summary>
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/// The maximum time, in seconds, the ship will take to pitch up and down
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/// </summary>
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[SerializeField, Range(0f, 20f)] protected float maxShipPitchDuration = 5f;
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/// <summary>
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/// The maximum angle, in degrees, the ship can pitch up.
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/// </summary>
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[SerializeField, Range(0f, 15f)] protected float maxShipPitchUp = 1f;
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/// <summary>
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/// The curve used to evaluate the amount of pitch over the pitch duration of each pitch incident.
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/// </summary>
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[SerializeField] protected AnimationCurve shipPitchCurve = GetDefaultPitchCurve();
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/// <summary>
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/// The maximum angle, in degrees, the ship can roll left or right.
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/// </summary>
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[SerializeField, Range(0f, 30f)] protected float maxShipRollAngle = 3f;
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/// <summary>
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/// The maximum time, in seconds, the ship will take to roll from left to right
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/// </summary>
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[SerializeField, Range(0f, 20f)] protected float maxShipRollDuration = 5f;
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/// <summary>
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/// The curve used to evaluate the amount of roll over the roll duration of each roll incident.
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/// </summary>
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[SerializeField] protected AnimationCurve shipRollCurve = GetDefaultRollCurve();
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protected bool isPlayerShip = false;
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[NonSerialized] protected PlayerInputModule playerInputModule = null;
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[NonSerialized] protected Ship ship = null;
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[NonSerialized] protected Rigidbody shipRBody = null;
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protected Vector3 shipOriginPos = Vector3.zero;
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protected Quaternion shipOriginRot = Quaternion.identity;
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protected bool isShaking = false;
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protected float shakeStrength = 1f;
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protected float shakeDuration = 0f;
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protected float shakeShipTimer = 0f;
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protected float shakeIntervalTimer = 0f;
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protected float targetShipPitchAngle = 0f;
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protected float currentShipPitchAngle = 0f;
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protected float previousShipPitchAngle = 0f;
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protected float targetShipPitchDuration = 0f;
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protected float shipPitchTimer = 0f;
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protected float targetShipRollAngle = 0f;
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protected float currentShipRollAngle = 0f;
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protected float previousShipRollAngle = 0f;
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protected float targetShipRollDuration = 0f;
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protected float shipRollTimer = 0f;
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protected Vector3 currentShipPosOffset = Vector3.zero;
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protected Quaternion currentShipRot = Quaternion.identity;
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/// <summary>
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/// A list of forward thruster settings for isMinEffectsAlwaysOn
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/// </summary>
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[NonSerialized] protected readonly List<bool> isMinEffectsAlwaysOnList = new List<bool>();
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protected int numThrusters = 0;
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protected int numFwdThrusters = 0;
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protected bool savedIsThrusterFXStationary = false;
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#endregion
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#region Protected Variables - Camera
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/// <summary>
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/// If there are optional camera settings configured, apply the first one when warp is engaged.
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/// </summary>
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[SerializeField] protected bool isApplyCameraSettingsOnEngage = false;
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/// <summary>
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/// The module used to control the player ship camera
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/// </summary>
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[SerializeField] protected ShipCameraModule shipCameraModule = null;
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/// <summary>
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/// A list of optional ShipCameraSettings for switching between camera settings when warp is engaged.
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/// </summary>
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[SerializeField] protected List<ShipCameraSettings> shipCameraSettingsList = new List<ShipCameraSettings>();
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[NonSerialized] protected Camera camera1;
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protected int currentCameraSettingsIndex = -1;
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protected int currentCameraSettingsHash = 0;
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#endregion
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#region Protected Variables - FX
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/// <summary>
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/// The maximum interval, in seconds, between sound fx when warp is engaged
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/// </summary>
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[SerializeField, Range(0.1f, 30f)] protected float maxSoundInterval = 5f;
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[Tooltip("The child particle system used to generate the inner or centre particles for the FX")]
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[SerializeField] protected ParticleSystem innerParticleSystem = null;
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/// <summary>
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/// Is the sound effects currently paused. New new sounds will play until it is unpaused.
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/// </summary>
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[SerializeField] protected bool isSoundFXPaused = false;
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/// <summary>
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/// Is the volume randomised between 50 percent of the EffectsModule default volume, and the default volume?
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/// </summary>
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[SerializeField] protected bool isSoundIntervalRandomised = true;
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[Tooltip("The child particle system used to generate the outer particles for the FX")]
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[SerializeField] protected ParticleSystem outerParticleSystem = null;
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/// <summary>
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/// The local space relative offset from the ship used when instantiating Sound FX.
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/// </summary>
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[SerializeField] protected Vector3 soundFXOffset = Vector3.zero;
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/// <summary>
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/// A set of SoundFX that are randomly selected while warp is engaged.
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/// </summary>
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[SerializeField] protected SSCSoundFXSet sscSoundFXSet = null;
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protected int[] soundEffectsPrefabIDs = null;
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protected float soundFXIntervalTimer = 0;
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#endregion
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#region Protected and Public Variables - Editor
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[SerializeField] protected int selectedTabInt = 0;
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[HideInInspector] public bool allowRepaint = false;
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#endregion
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#region Public Delegates
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#endregion
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#region Protected Initialise Methods
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// Use this for initialization
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void Start()
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{
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if (initialiseOnStart) { Initialise(); }
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}
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#endregion
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#region Update Methods
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private void Update()
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{
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if (isWarpEngaged)
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{
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float dTime = Time.deltaTime;
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warpEngagedTimer += dTime;
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if (maxWarpDuration > 0f && warpEngagedTimer >= maxWarpDuration)
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{
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DisengageWarp();
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}
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else
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{
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UpdateParticleSystems(dTime);
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UpdateSound(dTime);
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}
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}
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}
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private void FixedUpdate()
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{
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if (isWarpEngaged)
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{
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float dTime = Time.fixedDeltaTime;
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bool isMoveShip = false;
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UpdateRollShip(dTime, ref isMoveShip);
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UpdatePitchShip(dTime, ref isMoveShip);
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UpdateShakeShip(dTime, ref isMoveShip);
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if (isMoveShip) { MoveShip(); }
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}
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}
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#endregion
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#region Protected Virtual Methods - General
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protected virtual void UpdateRenderSettings()
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{
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// In the Unity Lighting editor for SRP, AmbientMode.Flat = Color and Trilight = Gradient
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RenderSettings.ambientMode = envAmbientSource == EnvAmbientSource.Gradient ? UnityEngine.Rendering.AmbientMode.Trilight : envAmbientSource == EnvAmbientSource.Colour ? UnityEngine.Rendering.AmbientMode.Flat : UnityEngine.Rendering.AmbientMode.Skybox;
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if (overrideAmbientColour)
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{
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RenderSettings.ambientSkyColor = ambientSkyColour;
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}
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else
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{
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RenderSettings.ambientSkyColor = nightSkyColour;
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}
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}
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#endregion
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|||
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#region Protected virtual Methods - Ship
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/// <summary>
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/// Attempt to configure the ship so that warp actions can be applied to it.
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/// </summary>
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protected virtual bool ConfigureShipForWarp()
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{
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bool isConfigured = false;
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if (shipControlModule == null)
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{
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#if UNITY_EDITOR
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Debug.LogWarning("[ERROR] SampleWarpFX.ConfigureShipForWarp - no ship defined");
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#endif
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}
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else if (!shipControlModule.IsInitialised)
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{
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#if UNITY_EDITOR
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Debug.LogWarning("[ERROR] SampleWarpFX.ConfigureShipForWarp - " + shipControlModule.name + " is not initialised");
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#endif
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}
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else
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{
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ship = shipControlModule.shipInstance;
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if (shipRBody == null) { shipRBody = shipControlModule.ShipRigidbody; }
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|||
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numThrusters = ship.thrusterList.Count;
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|||
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|||
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// Save and turn off gravity
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|||
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savedGravitationalAcceleration = ship.gravitationalAcceleration;
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|||
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ship.gravitationalAcceleration = 0f;
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|||
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// Save and enable thrusters if required
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|||
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savedIsThrusterFXStationary = ship.isThrusterFXStationary;
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|||
|
ship.isThrusterFXStationary = shipForwardThrust > 0f;
|
|||
|
|
|||
|
StopShipMovement();
|
|||
|
|
|||
|
numFwdThrusters = 0;
|
|||
|
|
|||
|
if (shipForwardThrust > 0f)
|
|||
|
{
|
|||
|
// Count the forward thrusters and record some of their settings
|
|||
|
for (int thIdx = 0; thIdx < numThrusters; thIdx++)
|
|||
|
{
|
|||
|
Thruster thruster = ship.thrusterList[thIdx];
|
|||
|
|
|||
|
// Remember the setting so that it can be restored when disengaging warp.
|
|||
|
isMinEffectsAlwaysOnList.Add(thruster.isMinEffectsAlwaysOn);
|
|||
|
|
|||
|
// forceUse: 1 = Forwards
|
|||
|
if (thruster.forceUse == 1)
|
|||
|
{
|
|||
|
numFwdThrusters++;
|
|||
|
|
|||
|
// Enable the forward thruster fx to fire while the ship is not moving
|
|||
|
thruster.isMinEffectsAlwaysOn = true;
|
|||
|
|
|||
|
thruster.currentInput = shipForwardThrust;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Turn off non-forward thrusters
|
|||
|
thruster.isMinEffectsAlwaysOn = false;
|
|||
|
thruster.currentInput = 0f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
shipOriginPos = shipRBody.position;
|
|||
|
shipOriginRot = shipRBody.rotation;
|
|||
|
|
|||
|
isSavedShipSettings = true;
|
|||
|
isConfigured = true;
|
|||
|
}
|
|||
|
|
|||
|
return isConfigured;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get a random shake interval, in seconds.
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
protected virtual float GetShakeInterval()
|
|||
|
{
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
return sscRandom.Range(minShakeInterval, maxShakeInterval);
|
|||
|
}
|
|||
|
else { return 2f; }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get a random pitch down angle in degrees.
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
protected virtual float GetShipPitchDownAngle()
|
|||
|
{
|
|||
|
if (isInitialised && maxShipPitchDown > 0f)
|
|||
|
{
|
|||
|
return sscRandom.Range(maxShipPitchDown * 0.1f, maxShipPitchDown);
|
|||
|
}
|
|||
|
else { return 0f; }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get a random pitch duration in seconds
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
protected virtual float GetShipPitchTargetDuration()
|
|||
|
{
|
|||
|
if (isInitialised && maxShipPitchDuration > 0f)
|
|||
|
{
|
|||
|
return sscRandom.Range(maxShipPitchDuration * 0.5f, maxShipPitchDuration);
|
|||
|
}
|
|||
|
else { return 0f; }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get a random pitch up angle in degrees.
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
protected virtual float GetShipPitchUpAngle()
|
|||
|
{
|
|||
|
if (isInitialised && maxShipPitchUp > 0f)
|
|||
|
{
|
|||
|
return sscRandom.Range(maxShipPitchUp * 0.1f, maxShipPitchUp);
|
|||
|
}
|
|||
|
else { return 0f; }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get a random roll angle in degrees.
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
protected virtual float GetShipRollTargetAngle()
|
|||
|
{
|
|||
|
if (isInitialised && maxShipRollAngle > 0f)
|
|||
|
{
|
|||
|
return sscRandom.Range(maxShipRollAngle * 0.1f, maxShipRollAngle);
|
|||
|
}
|
|||
|
else { return 0f; }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get a random roll duration in seconds
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
protected virtual float GetShipRollTargetDuration()
|
|||
|
{
|
|||
|
if (isInitialised && maxShipRollDuration > 0f)
|
|||
|
{
|
|||
|
return sscRandom.Range(maxShipRollDuration * 0.5f, maxShipRollDuration);
|
|||
|
}
|
|||
|
else { return 0f; }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to update the ship's rigidbody position and rotation
|
|||
|
/// </summary>
|
|||
|
protected virtual void MoveShip()
|
|||
|
{
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
// When the ship is kinematic, we need to move the RigidBody.
|
|||
|
shipRBody.MovePosition(shipOriginPos + (currentShipRot * currentShipPosOffset));
|
|||
|
shipRBody.MoveRotation(currentShipRot);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to return ship settings to pre-warp values
|
|||
|
/// </summary>
|
|||
|
protected virtual void RestoreShipSettings()
|
|||
|
{
|
|||
|
if (isInitialised && isSavedShipSettings && shipControlModule != null)
|
|||
|
{
|
|||
|
ship.gravitationalAcceleration = savedGravitationalAcceleration;
|
|||
|
ship.isThrusterFXStationary = savedIsThrusterFXStationary;
|
|||
|
|
|||
|
// Restore the thruster settings
|
|||
|
if (shipForwardThrust > 0f)
|
|||
|
{
|
|||
|
// Restore the original settings for the forward thrusters
|
|||
|
for (int thIdx = 0; thIdx < numThrusters; thIdx++)
|
|||
|
{
|
|||
|
Thruster thruster = ship.thrusterList[thIdx];
|
|||
|
|
|||
|
// Restore the original settings
|
|||
|
thruster.isMinEffectsAlwaysOn = isMinEffectsAlwaysOnList[thIdx];
|
|||
|
|
|||
|
thruster.currentInput = 0f;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (isPlayerShip && playerInputModule != null)
|
|||
|
{
|
|||
|
if (savedIsPlayerInputEnabled)
|
|||
|
{
|
|||
|
playerInputModule.EnableInput();
|
|||
|
savedIsPlayerInputEnabled = false;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Return ship to original position
|
|||
|
shipRBody.MovePosition(shipOriginPos);
|
|||
|
shipRBody.MoveRotation(shipOriginRot);
|
|||
|
|
|||
|
isSavedShipSettings = false;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// This is what moves the ship while it is shaking.
|
|||
|
/// </summary>
|
|||
|
/// <param name="deltaTime"></param>
|
|||
|
protected virtual void ShipVibration(float deltaTime)
|
|||
|
{
|
|||
|
//Vector3 shipCurrentPos = shipRBody.position;
|
|||
|
//Quaternion shipCurrentRot = shipRBody.rotation;
|
|||
|
|
|||
|
// We will always loose the first frame but that's ok as we
|
|||
|
// don't want to update the rigidbody just to change it again in the
|
|||
|
// same frame when StopShipShake() is called.
|
|||
|
|
|||
|
float timeFactor = 1f;
|
|||
|
|
|||
|
// Reduce strength over time of the shake
|
|||
|
timeFactor = (shakeDuration - (shakeDuration - shakeShipTimer)) / shakeDuration;
|
|||
|
|
|||
|
// Set the minimum to be 50% of the shake strength
|
|||
|
timeFactor = 0.5f + (timeFactor * 0.5f);
|
|||
|
|
|||
|
currentShipPosOffset = UnityEngine.Random.insideUnitCircle * (shakeStrength * timeFactor);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to start shaking the ship
|
|||
|
/// </summary>
|
|||
|
/// <param name="duration"></param>
|
|||
|
/// <param name="strength"></param>
|
|||
|
protected virtual void ShakeShip(float duration, float strength)
|
|||
|
{
|
|||
|
if (isWarpEngaged && duration > 0f && strength > 0f)
|
|||
|
{
|
|||
|
isShaking = true;
|
|||
|
shakeStrength = strength;
|
|||
|
shakeDuration = duration;
|
|||
|
shakeShipTimer = duration;
|
|||
|
shakeIntervalTimer = 0f;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
StopShipShake();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Shake the ship after initial delay in seconds, with the
|
|||
|
/// current maxShakeDuration and maxShakeStrength.
|
|||
|
/// </summary>
|
|||
|
/// <param name="delayTime"></param>
|
|||
|
public void ShakeShipDelayed(float delayTime)
|
|||
|
{
|
|||
|
if (delayTime > 0f)
|
|||
|
{
|
|||
|
Invoke("ShakeShip", delayTime);
|
|||
|
}
|
|||
|
else { ShakeShip(maxShakeDuration, maxShakeStrength); }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Stop the ship from shaking
|
|||
|
/// </summary>
|
|||
|
protected virtual void StopShipShake()
|
|||
|
{
|
|||
|
isShaking = false;
|
|||
|
shakeShipTimer = 0f;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Pitch the ship up or down using the pitch timer.
|
|||
|
/// </summary>
|
|||
|
/// <param name="dTime"></param>
|
|||
|
/// <param name="isMoveShip"></param>
|
|||
|
protected virtual void UpdatePitchShip(float dTime, ref bool isMoveShip)
|
|||
|
{
|
|||
|
if (targetShipPitchAngle != 0f && (maxShipPitchDown > 0f || maxShipPitchUp > 0f))
|
|||
|
{
|
|||
|
currentShipPitchAngle = Mathf.Lerp(previousShipPitchAngle, targetShipPitchAngle, shipPitchCurve.Evaluate((targetShipPitchDuration - shipPitchTimer) / targetShipPitchDuration));
|
|||
|
|
|||
|
// Rotate around ship local right axis (pitch)
|
|||
|
currentShipRot = (isMoveShip ? currentShipRot : shipOriginRot) * Quaternion.AngleAxis(currentShipPitchAngle, Vector3.right);
|
|||
|
|
|||
|
shipPitchTimer -= dTime;
|
|||
|
|
|||
|
// Pitch Down
|
|||
|
if (targetShipPitchAngle > 0f)
|
|||
|
{
|
|||
|
// If pitching down and is almost at target, start pitching up
|
|||
|
if (currentShipPitchAngle > 0f && shipPitchTimer <= 0f)
|
|||
|
{
|
|||
|
// Get a -ve target angle, to start pitching up
|
|||
|
targetShipPitchAngle = maxShipPitchUp > 0f ? -GetShipPitchUpAngle() : 0f;
|
|||
|
targetShipPitchDuration = GetShipPitchTargetDuration();
|
|||
|
shipPitchTimer = targetShipPitchDuration;
|
|||
|
previousShipPitchAngle = currentShipPitchAngle;
|
|||
|
}
|
|||
|
}
|
|||
|
// Pitch Up
|
|||
|
else
|
|||
|
{
|
|||
|
// If pitching up and is almost at target, start pitching down
|
|||
|
if (currentShipPitchAngle < 0f && shipPitchTimer <= 0f)
|
|||
|
{
|
|||
|
// Get a +ve target angle, to start pitching down
|
|||
|
targetShipPitchAngle = maxShipPitchDown > 0f ? GetShipPitchDownAngle() : 0f;
|
|||
|
targetShipPitchDuration = GetShipPitchTargetDuration();
|
|||
|
shipPitchTimer = targetShipPitchDuration;
|
|||
|
previousShipPitchAngle = currentShipPitchAngle;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
isMoveShip = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Roll the ship left or right using the roll timer
|
|||
|
/// </summary>
|
|||
|
/// <param name="dTime"></param>
|
|||
|
/// <param name="isMoveShip"></param>
|
|||
|
protected virtual void UpdateRollShip(float dTime, ref bool isMoveShip)
|
|||
|
{
|
|||
|
if (maxShipRollAngle > 0f && targetShipRollAngle != 0f)
|
|||
|
{
|
|||
|
currentShipRollAngle = Mathf.Lerp(previousShipRollAngle, targetShipRollAngle, shipRollCurve.Evaluate((targetShipRollDuration - shipRollTimer) / targetShipRollDuration));
|
|||
|
|
|||
|
// Rotate around ship local forward axis (roll)
|
|||
|
currentShipRot = shipOriginRot * Quaternion.AngleAxis(currentShipRollAngle, Vector3.forward);
|
|||
|
|
|||
|
shipRollTimer -= dTime;
|
|||
|
|
|||
|
// Roll left
|
|||
|
if (targetShipRollAngle > 0f)
|
|||
|
{
|
|||
|
// If rolling left and is almost at target, start rolling right
|
|||
|
if (currentShipRollAngle > 0f && shipRollTimer <=0f)
|
|||
|
{
|
|||
|
// Get a -ve target angle, to start rolling right
|
|||
|
targetShipRollAngle = -GetShipRollTargetAngle();
|
|||
|
targetShipRollDuration = GetShipRollTargetDuration();
|
|||
|
shipRollTimer = targetShipRollDuration;
|
|||
|
previousShipRollAngle = currentShipRollAngle;
|
|||
|
}
|
|||
|
}
|
|||
|
// Roll right
|
|||
|
else
|
|||
|
{
|
|||
|
// If rolling right and is almost at target, start rolling left
|
|||
|
if (currentShipRollAngle < 0f && shipRollTimer <= 0f)
|
|||
|
{
|
|||
|
// Get a +ve target angle, to start rolling left
|
|||
|
targetShipRollAngle = GetShipRollTargetAngle();
|
|||
|
targetShipRollDuration = GetShipRollTargetDuration();
|
|||
|
shipRollTimer = targetShipRollDuration;
|
|||
|
previousShipRollAngle = currentShipRollAngle;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
isMoveShip = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Shake the ship using the interval timer
|
|||
|
/// </summary>
|
|||
|
/// <param name="dTime"></param>
|
|||
|
/// <param name="isMoveShip"></param>
|
|||
|
protected virtual void UpdateShakeShip(float dTime, ref bool isMoveShip)
|
|||
|
{
|
|||
|
if (isShaking)
|
|||
|
{
|
|||
|
// Check if shaking should stop
|
|||
|
shakeShipTimer -= dTime;
|
|||
|
if (shakeShipTimer <= 0f)
|
|||
|
{
|
|||
|
StopShipShake();
|
|||
|
shakeIntervalTimer = GetShakeInterval();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
ShipVibration(dTime);
|
|||
|
isMoveShip = true;
|
|||
|
}
|
|||
|
}
|
|||
|
// Are we waiting for the next shake incident to occur?
|
|||
|
else if (shakeIntervalTimer > 0f)
|
|||
|
{
|
|||
|
shakeIntervalTimer -= dTime;
|
|||
|
|
|||
|
if (shakeIntervalTimer <= 0f)
|
|||
|
{
|
|||
|
// Start the next shake incident
|
|||
|
shakeIntervalTimer = 0f;
|
|||
|
UpdateShakeDuration();
|
|||
|
UpdateShakeStrength();
|
|||
|
ShakeShip();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Randomly set a new shake duration
|
|||
|
/// </summary>
|
|||
|
protected virtual void UpdateShakeDuration()
|
|||
|
{
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
shakeDuration = sscRandom.Range(maxShakeDuration * 0.1f, maxShakeDuration);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Randomly set a new shake strength
|
|||
|
/// </summary>
|
|||
|
protected virtual void UpdateShakeStrength()
|
|||
|
{
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
shakeStrength = sscRandom.Range(maxShakeStrength * 0.1f, maxShakeStrength);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Protected Virtual Methods - Camera
|
|||
|
|
|||
|
protected virtual bool ConfigureCamera (Camera camera)
|
|||
|
{
|
|||
|
bool isSuccessful = false;
|
|||
|
|
|||
|
if (camera != null)
|
|||
|
{
|
|||
|
camera.clearFlags = envAmbientSource == EnvAmbientSource.Skybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
|
|||
|
camera.backgroundColor = nightSkyColour;
|
|||
|
|
|||
|
camera1 = camera;
|
|||
|
|
|||
|
isSuccessful = true;
|
|||
|
}
|
|||
|
|
|||
|
return isSuccessful;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Protected Virtual Methods - FX
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to enable or disable the Particle FX
|
|||
|
/// </summary>
|
|||
|
/// <param name="isEnable"></param>
|
|||
|
protected virtual void EnableOrDisableParticleFX(bool isEnable)
|
|||
|
{
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
if (innerParticleSystem != null)
|
|||
|
{
|
|||
|
if (isEnable)
|
|||
|
{
|
|||
|
innerParticleSystem.gameObject.SetActive(true);
|
|||
|
}
|
|||
|
else if (innerParticleSystem.gameObject.activeSelf)
|
|||
|
{
|
|||
|
// Stop emmitting particles before disabling
|
|||
|
if (innerParticleSystem.IsAlive(true))
|
|||
|
{
|
|||
|
innerParticleSystem.Stop(true);
|
|||
|
}
|
|||
|
|
|||
|
innerParticleSystem.gameObject.SetActive(false);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (outerParticleSystem != null)
|
|||
|
{
|
|||
|
if (isEnable)
|
|||
|
{
|
|||
|
outerParticleSystem.gameObject.SetActive(true);
|
|||
|
}
|
|||
|
else if (outerParticleSystem.gameObject.activeSelf)
|
|||
|
{
|
|||
|
// Stop emmitting particles before disabling
|
|||
|
if (outerParticleSystem.IsAlive(true))
|
|||
|
{
|
|||
|
outerParticleSystem.Stop(true);
|
|||
|
}
|
|||
|
|
|||
|
outerParticleSystem.gameObject.SetActive(false);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get a random sound fx interval, in seconds.
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
protected virtual float GetSoundFXInterval()
|
|||
|
{
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
return sscRandom.Range(maxSoundInterval * 0.2f, maxSoundInterval);
|
|||
|
}
|
|||
|
else { return 5f; }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to pause or unpause the Sound FX feature.
|
|||
|
/// Currently this does not stop any sound FX that have been instantiated.
|
|||
|
/// </summary>
|
|||
|
/// <param name="isPause"></param>
|
|||
|
protected virtual void PauseOrUnPauseSoundFX(bool isPause)
|
|||
|
{
|
|||
|
if (isPause)
|
|||
|
{
|
|||
|
// A possible enhancement is to actual stop any current sound FX
|
|||
|
// from playing.
|
|||
|
if (!isSoundFXPaused)
|
|||
|
{
|
|||
|
isSoundFXPaused = true;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
isSoundFXPaused = false;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to play a random sound and return the estimated duration for that sound.
|
|||
|
/// </summary>
|
|||
|
protected virtual float PlaySoundFX()
|
|||
|
{
|
|||
|
float estimatedDuration = 0f;
|
|||
|
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
int numEffects = sscSoundFXSet != null ? sscSoundFXSet.NumberOfEffects : 0;
|
|||
|
|
|||
|
if (numEffects > 0)
|
|||
|
{
|
|||
|
int prefabIDArrayIndex = sscRandom.Range(0, numEffects-1);
|
|||
|
int effectPrefabID = soundEffectsPrefabIDs[prefabIDArrayIndex];
|
|||
|
|
|||
|
if (effectPrefabID == SSCManager.NoPrefabID)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("ShipWarpModule.PlaySoundFX() - item " + (prefabIDArrayIndex+1) + " in " + sscSoundFXSet.name + " does not have a template registered with SSCManager.");
|
|||
|
#endif
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// Get the original prefab used to create the pool of sound fx
|
|||
|
EffectsModule effectsModule = sscManager.GetEffectsObjectPrefab(effectPrefabID);
|
|||
|
|
|||
|
// Calculate the volume to use for this sound FX.
|
|||
|
float defaultVolume = effectsModule.defaultVolume;
|
|||
|
float soundFXVolume = isSoundIntervalRandomised ? sscRandom.Range(defaultVolume * 0.5f, defaultVolume) : defaultVolume;
|
|||
|
|
|||
|
// As the sound should be pooled, assume the despawn time has been configured to match the audio clip length
|
|||
|
estimatedDuration = effectsModule.despawnTime;
|
|||
|
|
|||
|
InstantiateSoundFXParameters sfxParms = new InstantiateSoundFXParameters()
|
|||
|
{
|
|||
|
effectsObjectPrefabID = effectPrefabID,
|
|||
|
position = shipOriginPos + (currentShipRot * (currentShipPosOffset + soundFXOffset)),
|
|||
|
volume = soundFXVolume
|
|||
|
};
|
|||
|
|
|||
|
sscManager.InstantiateSoundFX(sfxParms, null);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return estimatedDuration;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Override this method to update the particle systems at runtime during the Update() loop
|
|||
|
/// </summary>
|
|||
|
/// <param name="dTime"></param>
|
|||
|
protected virtual void UpdateParticleSystems(float dTime)
|
|||
|
{
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// If required, count down until the next sound should be played,
|
|||
|
/// then play it.
|
|||
|
/// </summary>
|
|||
|
/// <param name="dTime"></param>
|
|||
|
protected virtual void UpdateSound(float dTime)
|
|||
|
{
|
|||
|
if (!isSoundFXPaused && soundFXIntervalTimer > 0f)
|
|||
|
{
|
|||
|
soundFXIntervalTimer -= dTime;
|
|||
|
|
|||
|
if (soundFXIntervalTimer <= 0f)
|
|||
|
{
|
|||
|
float soundDuration = PlaySoundFX();
|
|||
|
|
|||
|
soundFXIntervalTimer = GetSoundFXInterval() + soundDuration;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Ensure the particlesystem is a child of the warp module gameobject.
|
|||
|
/// Deactivate it when verified.
|
|||
|
/// </summary>
|
|||
|
/// <param name="particleSystem"></param>
|
|||
|
/// <returns></returns>
|
|||
|
protected virtual bool VerifyParticleSystem(ParticleSystem particleSystem)
|
|||
|
{
|
|||
|
bool isVerified = false;
|
|||
|
|
|||
|
if (particleSystem != null && particleSystem.transform.IsChildOf(transform))
|
|||
|
{
|
|||
|
particleSystem.gameObject.SetActive(false);
|
|||
|
|
|||
|
isVerified = true;
|
|||
|
}
|
|||
|
|
|||
|
return isVerified;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Protected and Internal Methods - General
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Protected and Internal Methods - Ship
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get the number of forward thrusters on the ship
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
protected int GetNumForwardThrusters()
|
|||
|
{
|
|||
|
int numFwdThrusters = 0;
|
|||
|
|
|||
|
if (isInitialised && numThrusters > 0)
|
|||
|
{
|
|||
|
for (int thIdx = 0; thIdx < numThrusters; thIdx++)
|
|||
|
{
|
|||
|
// forceUse: 1 = Forwards
|
|||
|
if (ship.thrusterList[thIdx].forceUse == 1)
|
|||
|
{
|
|||
|
numFwdThrusters++;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return numFwdThrusters;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Shake the ship for maxShakeDuration seconds which maxShakeStrength or force.
|
|||
|
/// If the ship is not configured for warp or the duration and/or strength are 0 or less,
|
|||
|
/// StopShipShake() will be automatically called and the inputs ignored.
|
|||
|
/// </summary>
|
|||
|
protected void ShakeShip()
|
|||
|
{
|
|||
|
ShakeShip(maxShakeDuration, maxShakeStrength);
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Protected and Internal Methods - Camera
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to get the next zero-based index in the list of ship camera set.
|
|||
|
/// NOTE: The slot might not contain a valid ShipCameraSettings ScriptableObject.
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
protected int GetNextCameraSettingsIndex()
|
|||
|
{
|
|||
|
int nextSettingIndex = -1;
|
|||
|
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
int numSettingSlots = shipCameraSettingsList.Count;
|
|||
|
|
|||
|
if (numSettingSlots > 0)
|
|||
|
{
|
|||
|
// If not set yet, start in the first slot
|
|||
|
if (currentCameraSettingsIndex < 0) { nextSettingIndex = 0; }
|
|||
|
else
|
|||
|
{
|
|||
|
nextSettingIndex = (currentCameraSettingsIndex + 1) % numSettingSlots;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return nextSettingIndex;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Protected and Internal Methods - FX
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to create all (sound) EffectsModule pools with the SSCManager in the scene.
|
|||
|
/// </summary>
|
|||
|
protected void ReinitialiseSoundFX()
|
|||
|
{
|
|||
|
int numEffects = sscSoundFXSet != null ? sscSoundFXSet.NumberOfEffects : 0;
|
|||
|
|
|||
|
if (numEffects > 0)
|
|||
|
{
|
|||
|
soundEffectsPrefabIDs = new int[numEffects];
|
|||
|
|
|||
|
if (sscManager == null)
|
|||
|
{
|
|||
|
Debug.Log("[DEBUG] ShipWarpModule.ReinitialiseSoundFX() - GetorCreateManager...");
|
|||
|
sscManager = SSCManager.GetOrCreateManager();
|
|||
|
}
|
|||
|
|
|||
|
if (sscManager != null)
|
|||
|
{
|
|||
|
sscManager.CreateEffectsPools(sscSoundFXSet, soundEffectsPrefabIDs);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
soundEffectsPrefabIDs = null;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Events
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API Methods - General
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to disengage warp fx for the ship
|
|||
|
/// </summary>
|
|||
|
public virtual void DisengageWarp()
|
|||
|
{
|
|||
|
if (isWarpEngaged)
|
|||
|
{
|
|||
|
if (onPreDisengageWarp != null) { onPreDisengageWarp.Invoke(); }
|
|||
|
|
|||
|
warpEngagedTimer = 0f;
|
|||
|
|
|||
|
CancelInvoke("ShakeShip");
|
|||
|
|
|||
|
EnableOrDisableParticleFX(false);
|
|||
|
RestoreShipSettings();
|
|||
|
|
|||
|
shipControlModule.StopThrusterEffects();
|
|||
|
|
|||
|
shakeIntervalTimer = 0f;
|
|||
|
shipRollTimer = 0f;
|
|||
|
soundFXIntervalTimer = 0f;
|
|||
|
isWarpEngaged = false;
|
|||
|
|
|||
|
if (onPostDisengageWarp != null) { onPostDisengageWarp.Invoke(); }
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to engage warp fx for the ship
|
|||
|
/// </summary>
|
|||
|
public virtual void EngageWarp()
|
|||
|
{
|
|||
|
if (!isWarpEngaged)
|
|||
|
{
|
|||
|
if (onPreEngageWarp != null) { onPreEngageWarp.Invoke(); }
|
|||
|
|
|||
|
if (ConfigureShipForWarp())
|
|||
|
{
|
|||
|
// Update the position and rotation of the warp FX, based on the position of the ship.
|
|||
|
transform.SetPositionAndRotation(ship.TransformPosition + (ship.TransformRotation * offsetFromShip), ship.TransformRotation);
|
|||
|
|
|||
|
EnableOrDisableParticleFX(true);
|
|||
|
|
|||
|
UpdateShakeDuration();
|
|||
|
UpdateShakeStrength();
|
|||
|
|
|||
|
shakeIntervalTimer = 0f;
|
|||
|
warpEngagedTimer = 0f;
|
|||
|
|
|||
|
targetShipPitchAngle = maxShipPitchDown > 0f ? GetShipPitchDownAngle() : GetShipPitchUpAngle();
|
|||
|
// Start pitching one way from level flight. If only up OR down is used, the duration will be full duration (rather than half)
|
|||
|
targetShipPitchDuration = GetShipPitchTargetDuration() * (maxShipPitchDown > 0f && maxShipPitchUp > 0f ? 0.5f : 1f);
|
|||
|
previousShipPitchAngle = 0f;
|
|||
|
shipPitchTimer = targetShipPitchDuration;
|
|||
|
|
|||
|
targetShipRollAngle = GetShipRollTargetAngle();
|
|||
|
currentShipRot = shipOriginRot;
|
|||
|
|
|||
|
// Start by rolling one way from level flight.
|
|||
|
targetShipRollDuration = GetShipRollTargetDuration() * 0.5f;
|
|||
|
shipRollTimer = targetShipRollDuration;
|
|||
|
previousShipRollAngle = 0f;
|
|||
|
|
|||
|
if (shipCameraModule != null)
|
|||
|
{
|
|||
|
shipCameraModule.EnableCamera();
|
|||
|
}
|
|||
|
|
|||
|
if (isApplyCameraSettingsOnEngage)
|
|||
|
{
|
|||
|
CycleCameraSettings();
|
|||
|
}
|
|||
|
|
|||
|
ShakeShipDelayed(minShakeInterval);
|
|||
|
|
|||
|
soundFXIntervalTimer = GetSoundFXInterval();
|
|||
|
|
|||
|
isWarpEngaged = true;
|
|||
|
|
|||
|
if (onPostEngageWarp != null) { onPostEngageWarp.Invoke(); }
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Initialise the Warp Effect
|
|||
|
/// </summary>
|
|||
|
public virtual void Initialise()
|
|||
|
{
|
|||
|
if (isInitialised) { return; }
|
|||
|
else
|
|||
|
{
|
|||
|
UpdateRenderSettings();
|
|||
|
|
|||
|
if (shipCameraModule == null)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
Debug.LogWarning("[ERROR] SampleWarpFX - ship camera module is not setup");
|
|||
|
#endif
|
|||
|
}
|
|||
|
else if (ConfigureCamera(shipCameraModule.GetCamera1) && VerifyParticleSystem(innerParticleSystem) && VerifyParticleSystem(outerParticleSystem))
|
|||
|
{
|
|||
|
DisableParticleFX();
|
|||
|
|
|||
|
// If the ship hasn't been initialised yet, do it now.
|
|||
|
if (shipControlModule != null && !shipControlModule.IsInitialised)
|
|||
|
{
|
|||
|
shipControlModule.InitialiseShip();
|
|||
|
}
|
|||
|
|
|||
|
sscRandom = new SSCRandom();
|
|||
|
// Set the seed to an arbitary prime number (but it could be anything really)
|
|||
|
sscRandom.SetSeed(16729);
|
|||
|
|
|||
|
ReinitialiseSoundFX();
|
|||
|
|
|||
|
isInitialised = true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Update or create pooled sound effects with SSCManager in the scene.
|
|||
|
/// </summary>
|
|||
|
public virtual void RefreshManager()
|
|||
|
{
|
|||
|
ReinitialiseSoundFX();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the environment ambient source (0: Colour, 1: Gradient, 2: Skybox)
|
|||
|
/// </summary>
|
|||
|
/// <param name="envAmbientSourceInt"></param>
|
|||
|
public void SetEnvironmentAmbientSource (int envAmbientSourceInt)
|
|||
|
{
|
|||
|
if (envAmbientSource >= 0 && envAmbientSourceInt < 3)
|
|||
|
{
|
|||
|
SetEnvironmentAmbientSource((EnvAmbientSource)envAmbientSourceInt);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Set the environment ambient source (Colour, Gradient or Skybox).
|
|||
|
/// Will also refresh camera settings.
|
|||
|
/// </summary>
|
|||
|
/// <param name="newEnvAmbientSource"></param>
|
|||
|
public virtual void SetEnvironmentAmbientSource (EnvAmbientSource newEnvAmbientSource)
|
|||
|
{
|
|||
|
envAmbientSource = newEnvAmbientSource;
|
|||
|
|
|||
|
UpdateRenderSettings();
|
|||
|
|
|||
|
if (camera1 != null)
|
|||
|
{
|
|||
|
ConfigureCamera(camera1);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Set the time, in seconds, that warp will automatically disengage. If it is set to 0,
|
|||
|
/// it will not automatically disengage.
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMaxWarpDuration"></param>
|
|||
|
public void SetMaxWarpDuration (float newMaxWarpDuration)
|
|||
|
{
|
|||
|
if (newMaxWarpDuration >= 0)
|
|||
|
{
|
|||
|
maxWarpDuration = newMaxWarpDuration;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to stop the ship from moving.
|
|||
|
/// </summary>
|
|||
|
public virtual void StopShipMovement()
|
|||
|
{
|
|||
|
if (shipControlModule != null && shipControlModule.IsInitialised)
|
|||
|
{
|
|||
|
// If this is a player ship, prevent player input
|
|||
|
if (isPlayerShip || playerInputModule != null || shipControlModule.TryGetComponent(out playerInputModule))
|
|||
|
{
|
|||
|
isPlayerShip = true;
|
|||
|
|
|||
|
// Save and disable player input (optionally allow custom player inputs)
|
|||
|
// Check if it has already been saved when input is enabled.
|
|||
|
if (!savedIsPlayerInputEnabled)
|
|||
|
{
|
|||
|
savedIsPlayerInputEnabled = playerInputModule.IsInputEnabled;
|
|||
|
}
|
|||
|
|
|||
|
if (savedIsPlayerInputEnabled)
|
|||
|
{
|
|||
|
playerInputModule.DisableInput(allowCustomInputs);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
shipControlModule.shipInstance.StopBoost();
|
|||
|
shipControlModule.DisableShipMovement();
|
|||
|
|
|||
|
// Re-enable collision detection so that particles don't enter the ship
|
|||
|
shipControlModule.ShipRigidbody.detectCollisions = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to toggle warp on and off.
|
|||
|
/// </summary>
|
|||
|
public void ToggleWarp()
|
|||
|
{
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
if (isWarpEngaged) { DisengageWarp(); }
|
|||
|
else { EngageWarp(); }
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API Methods - Ship
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Return the default pitch animation curve
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
public static AnimationCurve GetDefaultPitchCurve()
|
|||
|
{
|
|||
|
return AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Return the default roll animation curve
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
public static AnimationCurve GetDefaultRollCurve()
|
|||
|
{
|
|||
|
return AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the maxShakeInterval
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMaxShakeInterval"></param>
|
|||
|
public void SetMaxShakeInterval (float newMaxShakeInterval)
|
|||
|
{
|
|||
|
if (newMaxShakeInterval >= 0.1f)
|
|||
|
{
|
|||
|
maxShakeInterval = newMaxShakeInterval;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the minShakeInterval
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMinShakeInterval"></param>
|
|||
|
public void SetMinShakeInterval (float newMinShakeInterval)
|
|||
|
{
|
|||
|
if (newMinShakeInterval >= 0.1f)
|
|||
|
{
|
|||
|
minShakeInterval = newMinShakeInterval;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the maxShakeStrength
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMaxShakeStrength"></param>
|
|||
|
public void SetMaxShakeStrength (float newMaxShakeStrength)
|
|||
|
{
|
|||
|
if (newMaxShakeStrength >= 0.005f)
|
|||
|
{
|
|||
|
maxShakeStrength = newMaxShakeStrength;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the maxShakeDuration
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMaxShakeDuration"></param>
|
|||
|
public void SetMaxShakeDuration (float newMaxShakeDuration)
|
|||
|
{
|
|||
|
if (newMaxShakeDuration >= 0.1f)
|
|||
|
{
|
|||
|
maxShakeDuration = newMaxShakeDuration;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Set the ship being used with the Ship Warp Module
|
|||
|
/// </summary>
|
|||
|
/// <param name="newShipControlModule"></param>
|
|||
|
public void SetShipControlModule (ShipControlModule newShipControlModule)
|
|||
|
{
|
|||
|
shipControlModule = newShipControlModule;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the shipPitchCurve
|
|||
|
/// </summary>
|
|||
|
/// <param name="newAnimationCurve"></param>
|
|||
|
public void SetShipPitchCurve (AnimationCurve newAnimationCurve)
|
|||
|
{
|
|||
|
if (newAnimationCurve == null)
|
|||
|
{
|
|||
|
shipPitchCurve = GetDefaultPitchCurve();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipPitchCurve = newAnimationCurve;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the maxShipPitchDown angle
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMaxShipPitchDown"></param>
|
|||
|
public void SetMaxShipPitchDown (float newMaxShipPitchDown)
|
|||
|
{
|
|||
|
if (newMaxShipPitchDown >= 0f && newMaxShipPitchDown < 90f)
|
|||
|
{
|
|||
|
maxShipPitchDown = newMaxShipPitchDown;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the maximum time, in seconds, the ship will take to pitch up and down
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMaxShipPitchDuration"></param>
|
|||
|
public void SetMaxShipPitchDuration (float newMaxShipPitchDuration)
|
|||
|
{
|
|||
|
if (newMaxShipPitchDuration >= 0f)
|
|||
|
{
|
|||
|
maxShipPitchDuration = newMaxShipPitchDuration;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the maxShipPitchUp angle
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMaxShipPitchUp"></param>
|
|||
|
public void SetMaxShipPitchUp (float newMaxShipPitchUp)
|
|||
|
{
|
|||
|
if (newMaxShipPitchUp >= 0f && newMaxShipPitchUp < 90f)
|
|||
|
{
|
|||
|
maxShipPitchUp = newMaxShipPitchUp;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the maxShipRollAngle
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMaxShipPitchDown"></param>
|
|||
|
public void SetMaxShipRollAngle (float newMaxShipRollAngle)
|
|||
|
{
|
|||
|
if (newMaxShipRollAngle >= 0f && newMaxShipRollAngle < 90f)
|
|||
|
{
|
|||
|
maxShipRollAngle = newMaxShipRollAngle;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the maxShipDuration
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMaxShipRollDuration"></param>
|
|||
|
public void SetMaxShipRollDuration (float newMaxShipRollDuration)
|
|||
|
{
|
|||
|
if (newMaxShipRollDuration >= 0f)
|
|||
|
{
|
|||
|
maxShipRollDuration = newMaxShipRollDuration;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the shipRollCurve
|
|||
|
/// </summary>
|
|||
|
/// <param name="newAnimationCurve"></param>
|
|||
|
public void SetShipRollCurve (AnimationCurve newAnimationCurve)
|
|||
|
{
|
|||
|
if (newAnimationCurve == null)
|
|||
|
{
|
|||
|
shipRollCurve = GetDefaultRollCurve();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
shipRollCurve = newAnimationCurve;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API Methods - Camera
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to cycle through a list of camera settings.
|
|||
|
/// It will skip over any empty settings slots and will
|
|||
|
/// not apply the same settings twice in a row.
|
|||
|
/// </summary>
|
|||
|
public void CycleCameraSettings()
|
|||
|
{
|
|||
|
if (isInitialised && shipCameraModule != null)
|
|||
|
{
|
|||
|
int numCamSettings = shipCameraSettingsList.Count;
|
|||
|
|
|||
|
int prevCameraSettingsIndex = currentCameraSettingsIndex;
|
|||
|
|
|||
|
// Transverse the list of settings a maximum of once
|
|||
|
for (int iterations = 0; iterations < numCamSettings; iterations++)
|
|||
|
{
|
|||
|
int settingIdx = GetNextCameraSettingsIndex();
|
|||
|
|
|||
|
// Is the index valid for the list of camera settings?
|
|||
|
if (settingIdx >= 0 && settingIdx < numCamSettings)
|
|||
|
{
|
|||
|
currentCameraSettingsIndex = settingIdx;
|
|||
|
|
|||
|
ShipCameraSettings camSettings = shipCameraSettingsList[settingIdx];
|
|||
|
|
|||
|
if (camSettings != null)
|
|||
|
{
|
|||
|
// Make sure we're not just trying to re-apply the same settings
|
|||
|
if (camSettings.GetHashCode() != currentCameraSettingsHash)
|
|||
|
{
|
|||
|
currentCameraSettingsHash = camSettings.GetHashCode();
|
|||
|
shipCameraModule.ApplyCameraSettings(camSettings);
|
|||
|
|
|||
|
if (onChangeCameraSettings != null) { onChangeCameraSettings.Invoke(prevCameraSettingsIndex+1, currentCameraSettingsIndex+1, false); }
|
|||
|
}
|
|||
|
break;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// This settings slot is empty, so look for another one
|
|||
|
continue;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// No valid setting index found, so exit the loop
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
if (numCamSettings == 0)
|
|||
|
{
|
|||
|
Debug.LogWarning("ShipWarpModule.CycleCameraSettings() - No Camera Settings found on the Camera Tab");
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Get the current ship camera module (if any)
|
|||
|
/// </summary>
|
|||
|
/// <returns></returns>
|
|||
|
public ShipCameraModule GetShipCameraModule()
|
|||
|
{
|
|||
|
return shipCameraModule;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the ship camera module used by the Warp FX
|
|||
|
/// </summary>
|
|||
|
/// <param name="newShipCameraModule"></param>
|
|||
|
public void SetShipCameraModule (ShipCameraModule newShipCameraModule)
|
|||
|
{
|
|||
|
shipCameraModule = newShipCameraModule;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API Methods - FX
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to disable the particle systems.
|
|||
|
/// </summary>
|
|||
|
public virtual void DisableParticleFX()
|
|||
|
{
|
|||
|
EnableOrDisableParticleFX(false);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to pause the sound FX feature.
|
|||
|
/// </summary>
|
|||
|
public void PauseSoundFX()
|
|||
|
{
|
|||
|
PauseOrUnPauseSoundFX(true);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to update the InnerParticleSystem with another ParticleSystem.
|
|||
|
/// </summary>
|
|||
|
/// <param name="newParticleSystem"></param>
|
|||
|
public void SetInnerParticleSystem (ParticleSystem newParticleSystem)
|
|||
|
{
|
|||
|
if (VerifyParticleSystem(newParticleSystem))
|
|||
|
{
|
|||
|
innerParticleSystem = newParticleSystem;
|
|||
|
}
|
|||
|
else { innerParticleSystem = null; }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to set the maxSoundInterval
|
|||
|
/// </summary>
|
|||
|
/// <param name="newMaxSoundInterval"></param>
|
|||
|
public void SetMaxSoundInterval (float newMaxSoundInterval)
|
|||
|
{
|
|||
|
if (newMaxSoundInterval >= 0.1f)
|
|||
|
{
|
|||
|
maxSoundInterval = newMaxSoundInterval;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to update the OuterParticleSystem with another ParticleSystem.
|
|||
|
/// </summary>
|
|||
|
/// <param name="newParticleSystem"></param>
|
|||
|
public void SetOuterParticleSystem (ParticleSystem newParticleSystem)
|
|||
|
{
|
|||
|
if (VerifyParticleSystem(newParticleSystem))
|
|||
|
{
|
|||
|
outerParticleSystem = newParticleSystem;
|
|||
|
}
|
|||
|
else { outerParticleSystem = null; }
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to update the Sound FX Set.
|
|||
|
/// </summary>
|
|||
|
/// <param name="newSoundFXSet"></param>
|
|||
|
public void SetSoundFXSet (SSCSoundFXSet newSoundFXSet)
|
|||
|
{
|
|||
|
if (newSoundFXSet != null)
|
|||
|
{
|
|||
|
sscSoundFXSet = newSoundFXSet;
|
|||
|
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
ReinitialiseSoundFX();
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
sscSoundFXSet = null;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Attempt to unpause the sound FX feature.
|
|||
|
/// </summary>
|
|||
|
public void UnpauseSoundFX()
|
|||
|
{
|
|||
|
PauseOrUnPauseSoundFX(false);
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Public API Methods - Events
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Call this when you wish to remove any custom event listeners, like
|
|||
|
/// after creating them in code and then destroying the object.
|
|||
|
/// You could add this to your game play OnDestroy code.
|
|||
|
/// </summary>
|
|||
|
public virtual void RemoveListeners()
|
|||
|
{
|
|||
|
if (isInitialised)
|
|||
|
{
|
|||
|
if (onChangeCameraSettings != null) { onChangeCameraSettings.RemoveAllListeners(); }
|
|||
|
if (onPreEngageWarp != null) { onPreEngageWarp.RemoveAllListeners(); }
|
|||
|
if (onPostEngageWarp != null) { onPostEngageWarp.RemoveAllListeners(); }
|
|||
|
if (onPreDisengageWarp != null) { onPreDisengageWarp.RemoveAllListeners(); }
|
|||
|
if (onPostDisengageWarp != null) { onPostDisengageWarp.RemoveAllListeners(); }
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|