Esempio n. 1
0
 // Use this for initialization
 void Start()
 {
     opacity     = 0.0f;
     image       = this.GetComponent <Image> ();
     state       = FlameState.idle;
     image.color = new Color(1, 1, 1, opacity);
 }
Esempio n. 2
0
 public void Activate()
 {
     flamePivot.SetActive(true);
     shineGO.SetActive(true);
     glowGO.SetActive(true);
     flame.gameObject.SetActive(true);
     state = FlameState.LIGHT_DOWN;
 }
Esempio n. 3
0
    void Awake()
    {
        currTemperatureOrBurnTime = 0;
        flameState  = FlameState.NONE;
        lastCheck_S = 0;
        lastTemp    = 0;
        fireSim     = Terrain.activeTerrain.GetComponent <FireSimulation>();
        fireCache   = new List <IFlamable>();
        pos         = new Vector2(transform.position.x, transform.position.z);


        fireSim.AddTree(this);
        enabled = false;
    }
    IEnumerator Simulate()
    {
        while (true)
        {
            if (!enabled)
            {
                yield return(null);

                continue;
            }

            for (int i = 0; i < activeFire.Count; i++)
            {
                IFlamable        fire      = activeFire[i];
                List <IFlamable> fireCache = fire.GetCacheList();
                if (fireCache.Count == 0)
                {
                    continue;
                }
                Vector2 position = fire.GetPosition();
                ArrangeRect(ref fireRect, ref position, ref windVector);
                bool atLeastOneHeating = false;
                for (int j = 0; j < fireCache.Count; j++)
                {
                    IFlamable  flammable  = fireCache[j];
                    FlameState flameState = flammable.GetFlameState();

                    //keep out invalid
                    if (flammable == null || flameState == FlameState.BURNED_OUT || flameState == FlameState.BURNING)
                    {
                        continue;
                    }

                    atLeastOneHeating = true;
                    if (flammable.GetFlameState() != FlameState.HEATING)
                    {
                        flammable.SetFlameState(FlameState.HEATING);
                    }

                    flammable.AddTemperature(Random.value + 0.5f);
                }
                if (!atLeastOneHeating)
                {
                    fireCache.Clear();
                }
            }
            yield return(null);
        }
    }
Esempio n. 5
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    // Update is called once per frame
    void Update()
    {
        if (state == FlameState.idle)
        {
        }

        if (state == FlameState.lightingUp)
        {
            opacity += opacitySpeed * Time.deltaTime;
            if (opacity > 1.0f)
            {
                opacity = 1.0f;
                state   = FlameState.litUp;
            }

            image.color = new Color(1, 1, 1, opacity);
        }

        if (state == FlameState.litUp)
        {
        }
    }
Esempio n. 6
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    public void SetFlameState(FlameState state)
    {
        if (state == flameState)
        {
            return;
        }
        switch (state)
        {
        case FlameState.NONE:
            ResetFire();
            break;

        case FlameState.HEATING:
            SetHeating();
            break;

        case FlameState.BURNED_OUT:
            SetBurnedOut();
            break;

        case FlameState.BURNING:
            SetBurning();
            fireSim.AddFire(this);
            break;

        case FlameState.COOLING:
            SetCooling();
            break;

        default:
            break;
        }
        if (flameState == FlameState.BURNING && state != FlameState.BURNING)
        {
            fireSim.RemoveFire(this);
        }
        flameState = state;
    }
Esempio n. 7
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 public void SetFlameState(FlameState state)
 {
     throw new System.NotImplementedException();
 }
Esempio n. 8
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 public void lightUp()
 {
     state = FlameState.lightingUp;
 }