void Update()
        {
            if (TheGame.Get().IsPaused())
            {
                return;
            }

            float game_speed = TheGame.Get().GetGameTimeSpeedPerSec();

            //Calculate heat
            float total_heat        = global_heat * global_heat_weight;
            float total_heat_weight = global_heat_weight;

            foreach (HeatSource source in HeatSource.GetAll())
            {
                float dist = (source.transform.position - transform.position).magnitude;
                if (source.enabled && dist < source.heat_range)
                {
                    total_heat        += source.heat * source.heat_weight;
                    total_heat_weight += source.heat_weight;
                }
            }

            //Character heat will move toward this value
            float average_heat = total_heat / total_heat_weight;
            float current_heat = character.Attributes.GetAttributeValue(AttributeType.Heat);
            float change_speed = heat_change_speed;
            float dir          = average_heat - current_heat;

            //Cold resist
            if (dir < 0f)
            {
                float resist = cold_resist + character.Attributes.GetBonusEffectTotal(BonusType.ColdResist);
                change_speed = change_speed / (1f + resist);
            }

            //Update heat
            if (Mathf.Abs(dir) > 0.1f)
            {
                current_heat += Mathf.Sign(dir) * change_speed * game_speed * Time.deltaTime;
                character.Attributes.SetAttribute(AttributeType.Heat, current_heat);
            }

            //Deal damage
            if (current_heat < damage_threshold + 0.01f)
            {
                float update_value = damage_hp_loss * game_speed * Time.deltaTime;
                character.Attributes.AddAttribute(AttributeType.Health, update_value);
            }

            //Debug.Log(average_heat + " " + current_heat + " " + change_speed);
        }
Exemplo n.º 2
0
        public static HeatSource GetNearest(Vector3 pos, float range = 999f)
        {
            HeatSource nearest  = null;
            float      min_dist = range;

            foreach (HeatSource heat in heat_list)
            {
                float dist = (heat.transform.position - pos).magnitude;
                if (dist < min_dist)
                {
                    min_dist = dist;
                    nearest  = heat;
                }
            }
            return(nearest);
        }
Exemplo n.º 3
0
 void Awake()
 {
     firepit_list.Add(this);
     select       = GetComponent <Selectable>();
     construction = GetComponent <Construction>();
     buildable    = GetComponent <Buildable>();
     unique_id    = GetComponent <UniqueID>();
     heat_source  = GetComponent <HeatSource>();
     if (fire_fx)
     {
         fire_fx.SetActive(false);
     }
     if (fuel_model)
     {
         fuel_model.SetActive(false);
     }
 }