Example #1
0
    /// <summary>
    /// Returns true if player is facing away from the bed.
    /// </summary>
    /// <param name="player"></param>
    /// <returns></returns>
    public bool CheckPlayerFacing(Transform player)
    {
        float leftAngle    = ArcFunctions.AngleHalf(Vector3.up, player.transform.forward, Vector3.forward);
        float forwardAngle = ArcFunctions.AngleHalf(Vector3.up, Camera.main.transform.forward, Vector3.left);

        if (leftAngle > facingTriggerDegree ||
            forwardAngle < -facingTriggerDegree)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
    public override void Update()
    {
        base.Update();

        #region Camera Math
        Vector3 dir = ((fireLight.transform.position + transform.position) / 2) - player.transform.position;

        float angleY     = ArcFunctions.AngleHalf(dir, player.transform.forward, Vector3.up);
        float abs_AngleY = Mathf.Abs(angleY);
        float map_AngleY = map(abs_AngleY, 0, slowViewTriggerAngle, 1, 0);

        float anglePlayerX     = ArcFunctions.AngleHalf(dir, cam.transform.forward, player.transform.right);
        float abs_AnglePlayerX = Mathf.Abs(anglePlayerX);
        float map_AnglePlayerX = map(abs_AnglePlayerX, 0, slowViewTriggerAngle, 1, 0);

        map_AngleXY = map_AngleY * map_AnglePlayerX;
        abs_Sum     = abs_AnglePlayerX + abs_AnglePlayerX + abs_AngleY;
        #endregion

        #region Annoying Camera
        //player
        if (r_sleepScript.sleepState == SleepState.standing && abs_AngleY < slowViewTriggerAngle)
        {
            float y_rotate_Amount = map_AngleXY * map_AngleY * rotateAmount * Time.deltaTime;
            if (angleY > 0)
            {
                r_mouseLook.TriggerFirePlayerRotate(y_rotate_Amount);
            }
            else
            {
                r_mouseLook.TriggerFirePlayerRotate(-y_rotate_Amount);
            }

            if (abs_AnglePlayerX < slowViewTriggerAngle)
            {
                float x_rotate_Amount = map_AngleXY * map_AnglePlayerX * rotateAmount * Time.deltaTime;
                if (anglePlayerX > 0)
                {
                    r_mouseLook.TriggerFireCameraRotate(x_rotate_Amount);
                }
                else
                {
                    r_mouseLook.TriggerFireCameraRotate(-x_rotate_Amount);
                }
            }
        }
        #endregion

        #region LookAtTrigger
        if (Interaction.reticule == LookingAt.Fire)
        {
            lookingAtFire    = true;
            lookAtFireTimer += Time.deltaTime;
        }
        else
        {
            lookingAtFire    = false;
            lookAtFireTimer -= Time.deltaTime / 2;
            if (lookAtFireTimer < 0)
            {
                lookAtFireTimer = 0;
            }
        }
        #endregion

        #region fireEffects
        float fireTimerPercentage = lookAtFireTimer / lookAtFireTimerMax;

        foreach (Rotate rot in flameArray)
        {
            rot.speed = flameRotateSpeedNormal + fireTimerPercentage * flameRotateSpeedModifier;
        }

        particles.SetEmissionRate(2 + fireTimerPercentage * 4);
        fireLight.intensity = lightIntensityNormal + fireTimerPercentage * lightIntensityModifier;
        float newScaleNumber = 0.5f + fireTimerPercentage;
        transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(1, newScaleNumber, 1), 0.2f);
        #endregion

        if (lookAtFireTimer > lookAtFireTimerMax)
        {
            DreamTriggerEffect();
        }
    }