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HazardAction.cs
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using LEGOMaterials;
using LEGOModelImporter;
using System.Collections.Generic;
using UnityEngine;
using Unity.LEGO.Behaviours.Triggers;
using Unity.LEGO.Game;
using Unity.LEGO.Minifig;
namespace Unity.LEGO.Behaviours.Actions
{
public class HazardAction : Action
{
[SerializeField, Tooltip("The effect used by the hazard.")]
ParticleSystem m_Effect = null;
protected HashSet<SensoryCollider> m_ActiveColliders = new HashSet<SensoryCollider>();
Collider m_LastActivatingCollider;
bool audioStarted;
ParticleSystem m_ParticleSystem;
List<Collider> m_EmissionColliders = new List<Collider>();
float m_EmissionRate;
float m_Emitted;
// Approximated distribution function for weighted random selection of emission colliders when emitting particles.
int m_EmissionColliderWeightSum;
int[] m_EmissionColliderDistribution;
const int k_MinParticleEmission = 1;
const int k_MaxParticleEmission = 50;
const float k_ParticleEmissionPerModule = 0.08f;
protected override void Reset()
{
base.Reset();
m_FlashColour = MouldingColour.GetColour(MouldingColour.Id.BrightRed) * 2.0f;
m_IconPath = "Assets/LEGO/Gizmos/LEGO Behaviour Icons/Hazard Action.png";
}
protected override void Start()
{
base.Start();
if (IsPlacedOnBrick())
{
// Add particle system.
if (m_Effect)
{
m_ParticleSystem = Instantiate(m_Effect, transform);
m_ParticleSystem.Stop();
var emissionColliderWeights = new List<int>();
// Scale particle emission with volume of scoped bricks.
var scopeVolume = 0.0f;
foreach (var brick in m_ScopedBricks)
{
foreach (var part in brick.parts)
{
foreach (var collider in part.colliders)
{
m_EmissionColliders.Add(collider);
var colliderType = collider.GetType();
if (colliderType == typeof(BoxCollider))
{
var boxCollider = (BoxCollider)collider;
var volume = boxCollider.size.x * boxCollider.size.y * boxCollider.size.z;
var weight = Mathf.Max(1, Mathf.RoundToInt(volume));
emissionColliderWeights.Add(weight);
m_EmissionColliderWeightSum += weight;
scopeVolume += volume;
}
else if (colliderType == typeof(SphereCollider))
{
var sphereCollider = (SphereCollider)collider;
var volume = 4.0f / 3.0f * Mathf.PI * sphereCollider.radius * sphereCollider.radius * sphereCollider.radius;
var weight = Mathf.Max(1, Mathf.RoundToInt(volume));
emissionColliderWeights.Add(weight);
m_EmissionColliderWeightSum += weight;
scopeVolume += volume;
}
}
}
}
m_EmissionRate = Mathf.Clamp(k_ParticleEmissionPerModule * scopeVolume / LEGOModuleVolume, k_MinParticleEmission, k_MaxParticleEmission);
// Compute an approximated distribution function for weighted random selection of emission colliders.
m_EmissionColliderDistribution = new int[m_EmissionColliderWeightSum];
var index = 0;
for (var i = 0; i < emissionColliderWeights.Count; ++i)
{
var colliderWeight = emissionColliderWeights[i];
for (var j = 0; j < colliderWeight; ++j)
{
m_EmissionColliderDistribution[index] = i;
index++;
}
}
}
// Add SensoryCollider to all brick colliders.
foreach (var brick in m_ScopedBricks)
{
foreach (var part in brick.parts)
{
foreach (var collider in part.colliders)
{
var hazardCollider = LEGOBehaviourCollider.Add<SensoryCollider>(collider, m_ScopedBricks, 0.64f, LayerMask.NameToLayer("Hazard"));
SetupSensoryCollider(hazardCollider);
}
}
}
}
}
protected void Update()
{
if (m_Active)
{
// Emit particles.
if (m_ParticleSystem)
{
var emissionCollider = m_EmissionColliders[m_EmissionColliderDistribution[Random.Range(0, m_EmissionColliderWeightSum)]];
var colliderType = emissionCollider.GetType();
if (emissionCollider)
{
m_ParticleSystem.transform.position = emissionCollider.transform.position;
m_ParticleSystem.transform.rotation = emissionCollider.transform.rotation;
var particleShapeMoule = m_ParticleSystem.shape;
if (colliderType == typeof(BoxCollider))
{
var boxCollider = (BoxCollider)emissionCollider;
particleShapeMoule.shapeType = ParticleSystemShapeType.BoxShell;
particleShapeMoule.position = boxCollider.center;
particleShapeMoule.scale = boxCollider.size;
}
else if (colliderType == typeof(SphereCollider))
{
var sphereCollider = (SphereCollider)emissionCollider;
particleShapeMoule.shapeType = ParticleSystemShapeType.Sphere;
particleShapeMoule.radiusThickness = 0.0f;
particleShapeMoule.position = sphereCollider.center;
particleShapeMoule.radius = sphereCollider.radius;
}
m_Emitted += m_EmissionRate * Time.deltaTime;
var emit = Mathf.FloorToInt(m_Emitted);
m_ParticleSystem.Emit(emit);
m_Emitted -= emit;
}
}
// Check if colliding with player.
if (m_ActiveColliders.Count > 0)
{
if (m_LastActivatingCollider)
{
// If the player is a minifig or a brick, do an explosion.
var minifigController = m_LastActivatingCollider.GetComponent<MinifigController>();
if (minifigController)
{
minifigController.Explode();
}
else
{
var brick = m_LastActivatingCollider.GetComponentInParent<Brick>();
if (brick)
{
BrickExploder.ExplodeConnectedBricks(brick);
}
}
}
GameOverEvent evt = Events.GameOverEvent;
evt.Win = false;
EventManager.Broadcast(evt);
}
if (!audioStarted)
{
PlayAudio(true);
audioStarted = true;
}
}
}
protected void SetupSensoryCollider(SensoryCollider collider)
{
collider.OnSensorActivated += SensoryColliderActivated;
collider.OnSensorDeactivated += SensoryColliderDeactivated;
collider.Sense = SensoryTrigger.Sense.Player;
}
void SensoryColliderActivated(SensoryCollider collider, Collider activatingCollider)
{
m_LastActivatingCollider = activatingCollider;
m_ActiveColliders.Add(collider);
}
void SensoryColliderDeactivated(SensoryCollider collider)
{
m_ActiveColliders.Remove(collider);
}
protected override void OnDestroy()
{
base.OnDestroy();
// Stop emitting particles.
if (m_ParticleSystem)
{
m_ParticleSystem.Stop(false, ParticleSystemStopBehavior.StopEmitting);
}
}
}
}