Exemple #1
0
        public void Activate(Transform src, Transform tgt, PowerBeam.BeamSettings settings, Color col)
        {
            // make the particles a child of this
            if (settings.beamParticles != null && beamParticles == null)
            {
                beamParticles = Instantiate(settings.beamParticles);
                beamParticles.Init(src);
            }

            texLength = settings.beamLength;

            gameObject.SetActive(true);
            if (lineRenderer == null)
            {
                lineRenderer = GetComponent <LineRenderer>();
            }
            lineRenderer.enabled = (settings.beamMaterial != null);
            timer   = settings.beamDuration;
            source  = src;
            target  = tgt.gameObject;
            uvSpeed = settings.beamUVSpeed;

            if (settings.beamMaterial != null)
            {
                lineRenderer.material = settings.beamMaterial;

                lineRenderer.startColor = lineRenderer.endColor = col;
                lineRenderer.startWidth = lineRenderer.endWidth = settings.beamWidth;

                // set UV tiling to match distance
                float distance = Vector3.Distance(src.position, tgt.position);
                lineRenderer.material.SetTextureScale("_MainTex", new Vector2(2 * distance / texLength, 1));
            }
        }
Exemple #2
0
        // Update is called once per frame
        void Update()
        {
            if (timer > 0)
            {
                timer -= Time.deltaTime;
                if (timer < 0)
                {
                    gameObject.SetActive(false);
                    lineRenderer.enabled = false;
                    if (beamParticles)
                    {
                        Debug.Log("Beam Particles finished");
                        beamParticles.Finish();
                        beamParticles = null;
                    }
                }

                // set UV titling to match distance
                float distance = Vector3.Distance(source.position, target.transform.position);

                if (lineRenderer.enabled)
                {
                    lineRenderer.material.SetTextureScale("_MainTex", new Vector2(2 * distance / texLength, 1));

                    lineRenderer.material.SetTextureOffset("_MainTex", new Vector2(timer * uvSpeed, 0));

                    // fade out at last 0.2 secs
                    Color col = lineRenderer.startColor;
                    col.a = timer * 5.0f;
                    lineRenderer.startColor = lineRenderer.endColor = col;
                    if (target)
                    {
                        pts[0] = source.position;
                        pts[1] = target.transform.position;
                        lineRenderer.SetPositions(pts);
                    }
                    else
                    {
                        Debug.Log("Beam has no target?");
                    }
                }

                // update any particles on the beam
                if (beamParticles)
                {
                    beamParticles.UpdateParticles(this);
                }
            }
        }