179 lines
6.2 KiB
C#
179 lines
6.2 KiB
C#
using UnityEngine;
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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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/// Script to rotate a light on the y-axis. If an audiosource (and clip) is attached to the same
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/// gameobject, it will activate and deactivate at the same time as the light.
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/// If including an audiosource, turn off Play On Awake for the audiosource.
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/// Assumes original rotation y is between -359.999 and +359.999
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/// </summary>
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[RequireComponent(typeof(Light))]
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public class BeaconLight : MonoBehaviour
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{
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#region Public Variables
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/// <summary>
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/// If enabled, the InitialiseBeacon() will be called as soon as Awake() runs. This should be disabled if you are
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/// instantiating the beacon through code.
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/// </summary>
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public bool initialiseOnAwake = false;
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// Turn on or off the beacon after initialisation at runtime, call TurnOn(..)
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public bool isOn = false;
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public float rotationsPerMinute = 30f;
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#endregion
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#region Private Variables
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private Light beacon = null;
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private AudioSource audioSource = null;
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private bool isInitialised = false;
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//private Quaternion rotation;
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//private float timer = 0f;
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private float currentRotationAngle = 0f;
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private float originalRotationAngle = 0f;
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private float fadeAudioTimer = 0f;
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private float fadeAudioDuration = 1f;
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private float fadeAudioStartVolume = 1f;
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private AnimationCurve audioFadeOutCurve;
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#endregion
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#region Initialisation Methods
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private void Awake()
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{
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beacon = GetComponent<Light>();
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if (beacon == null)
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{
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#if UNITY_EDITOR
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Debug.LogWarning("BeaconLight on " + this.name + " could not find an attached Light component");
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#endif
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}
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else
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{
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if (initialiseOnAwake) { InitialiseBeacon(); }
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else { beacon.enabled = false; }
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}
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}
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/// <summary>
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/// Initialise the beacon and get ready to rotate the beacon
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/// </summary>
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public void InitialiseBeacon()
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{
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if (beacon != null)
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{
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beacon.enabled = isOn;
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// Get the original positive rotation angle
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originalRotationAngle = transform.rotation.eulerAngles.y;
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if (originalRotationAngle < 360f) { originalRotationAngle += 360f; }
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currentRotationAngle = originalRotationAngle;
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audioSource = GetComponent<AudioSource>();
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if (audioSource != null && audioSource.clip != null && audioSource.isActiveAndEnabled)
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{
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if (isOn)
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{
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if (!audioSource.isPlaying) { audioSource.Play(); }
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}
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else if (audioSource.isPlaying) { audioSource.Stop(); }
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}
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audioFadeOutCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
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isInitialised = true;
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}
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}
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#endregion
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#region Update Methods
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// Update is called once per frame
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void Update()
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{
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if (isInitialised && isOn)
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{
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// Based on the rotation speed, how far has the beacon rotated in the last frame?
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// Need to use per frame rotation because rotation speed may have changed
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float rotThisFrame = rotationsPerMinute / 60f * Time.deltaTime;
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// Discard the integral value
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rotThisFrame -= (float)System.Math.Floor(rotThisFrame);
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currentRotationAngle += rotThisFrame * 360f;
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if (currentRotationAngle >= 360f) { currentRotationAngle -= 360f; }
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transform.rotation = Quaternion.Euler(0f, currentRotationAngle, 0f);
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if (fadeAudioTimer > 0f)
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{
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fadeAudioTimer -= Time.deltaTime;
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if (fadeAudioTimer > 0f)
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{
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audioSource.volume = audioFadeOutCurve.Evaluate(1f - (fadeAudioTimer / fadeAudioDuration));
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}
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else if (audioSource != null && audioSource.clip != null && audioSource.isActiveAndEnabled && audioSource.isPlaying)
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{
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audioSource.Stop();
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}
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}
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}
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// While the beacon light is still on, fade out the audio
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/// </summary>
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/// <param name="fadeDuration">Duration in seconds</param>
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public void FadeOutAudio (float fadeDuration)
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{
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if (isInitialised && audioSource != null && audioSource.clip != null && audioSource.isActiveAndEnabled && audioSource.isPlaying)
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{
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fadeAudioDuration = fadeDuration;
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fadeAudioTimer = fadeDuration;
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fadeAudioStartVolume = audioSource.volume;
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}
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}
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/// <summary>
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/// Turn on (or off) the beacon
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/// </summary>
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/// <param name="turnOn"></param>
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public void TurnOn(bool turnOn)
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{
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if (isInitialised && beacon != null)
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{
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isOn = turnOn;
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bool isValidAudioClip = audioSource != null && audioSource.clip != null && audioSource.isActiveAndEnabled;
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// If required , turn off audio before light (should all be done in the same frame... but just incase)
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if (isValidAudioClip && !isOn && audioSource.isPlaying) { audioSource.Stop(); }
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beacon.enabled = turnOn;
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// If required, turn on audio after light
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if (isValidAudioClip && isOn && !audioSource.isPlaying) { audioSource.Play(); }
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// Reset rotation
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currentRotationAngle = originalRotationAngle;
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fadeAudioTimer = 0f;
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}
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}
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#endregion
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}
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} |