示例#1
0
        /// <summary>
        /// Returns the ghost from posessing whatever it is currently haunting to its true form.
        /// </summary>
        public void EndHaunt(GameObject overrideHauntedObject = null, bool useTransition = true, float transitionDuration = .55f)
        {
            if (haunted)
            {
                // store return position so we can raycast to it and make sure we don't cross any boundaries
                Vector3 destination       = haunted.GetReturnPosition();
                Vector3 returnPos         = destination;
                Vector3 destinationVector = destination - transform.position;

                RaycastHit hit;
                if (Physics.CapsuleCast(
                        transform.position,
                        transform.position + collider.height * Vector3.up,
                        collider.radius,
                        destinationVector, out hit, destinationVector.magnitude, hauntReturnColliders))
                {
                    returnPos = hit.point - destinationVector.normalized * collider.radius * 1.1f;
                }

                transform.position = GhostTools.GroundPoint(returnPos);

                if (useTransition && GhostTools.SafeToInstantiate(gameObject))
                {
                    GameObject hauntedObject = overrideHauntedObject ? overrideHauntedObject : haunted.gameObject;
                    SpawnTransitionObject(transform.position, hauntedObject, transitionDuration);
                }
                haunted.OnUnHaunted();
            }

            playMaker.FsmVariables.GetFsmFloat("transitionDuration").Value = transitionDuration + hauntTransitionOffset.Value;
            playMaker.SendEvent("endHaunt");
            haunted = null;

            burningCandles.Value = 0;
        }
示例#2
0
    void ActualPlay()
    {
        if (!GhostTools.SafeToInstantiate(gameObject))
        {
            Debug.LogWarning("Audio playing is only supporting while game is running.");
            return;
        }

        if (audioCollection == null)
        {
            Debug.LogWarning(name + " has no audio connection referenced!");
            return;
        }

        GameObject audioGO = new GameObject(audioCollection.name);

        audioGO.transform.parent   = AudioParent().transform;
        audioGO.transform.position = transform.position;
        AudioSource newSource = audioGO.AddComponent <AudioSource>();

        newSource.spread                = 180;
        newSource.dopplerLevel          = 0;
        newSource.rolloffMode           = AudioRolloffMode.Linear;
        newSource.clip                  = audioCollection.GetRandomClip();
        newSource.playOnAwake           = false;
        newSource.outputAudioMixerGroup = audioCollection.mixerGroup;
        newSource.volume                = audioCollection.volume * volume;
        newSource.pitch                 = audioCollection.Pitch();
        newSource.spatialBlend          = 1;
        newSource.maxDistance           = audioCollection.maxDistance;

        newSource.Play();

        Destroy(audioGO, audioCollection.audioLifetime);
    }
示例#3
0
    // left public to be accesible from Unity Events
    public void Instantiate()
    {
        if (!GhostTools.SafeToInstantiate(gameObject))
        {
            return;
        }
        if (_instance != null && !allowMultipleInstances)
        {
            return;
        }

        if (ToInstantiate == null)
        {
            Debug.LogWarning(name + " has no referenced object to instantiate!", gameObject);
            return;
        }

        // Determine where in the hierarchy to instantiate
        Transform parent = null;

        switch (instancePlaceInHierarchy)
        {
        case HierarchyType.AsChild:
            parent = transform;
            break;

        case HierarchyType.AsSibling:
            parent = transform.parent;
            break;
        }

        if (!Application.isPlaying)
        {
            return;
        }

        Quaternion rotation = transform.rotation;

        switch (instanceRotation)
        {
        case RotationType.Prefab:
            rotation = ToInstantiate.transform.rotation;
            break;

        case RotationType.Zero:
            rotation = Quaternion.Euler(Vector3.zero);
            break;
        }

        _instance = Instantiate(ToInstantiate, transform.position, rotation, parent);
        if (applyScale)
        {
            _instance.transform.localScale = transform.localScale;
        }
        if (randomScale)
        {
            float scale = Random.Range(randomScaleRange.x, randomScaleRange.y);
            _instance.transform.localScale *= scale;
        }
    }
示例#4
0
    void OnDrawGizmosSelected()
    {
        Vector3 point = GhostTools.GroundPoint(transform.position);

        Gizmos.color = Color.yellow;
        Gizmos.DrawWireSphere(transform.position, .5f);

        Gizmos.color = Color.cyan;
        Gizmos.DrawLine(transform.position, point);
        Gizmos.DrawWireSphere(point, .25f);
    }
示例#5
0
 void OnDisable()
 {
     if (!toSpawn)
     {
         return;
     }
     if (GhostTools.SafeToInstantiate(gameObject))
     {
         Instantiate(toSpawn, transform.position, transform.rotation);
     }
 }
示例#6
0
        static void GuaranteeInstance()
        {
            // Prevent objects from being spawned on un-play
            if (!GhostTools.SafeToInstantiate())
            {
                return;
            }

            if (instance)
            {
                return;
            }
            instance = Instantiate(GameMaster.Get().musicPlayerPrefab).GetComponent <MusicPlayer>();
            DontDestroyOnLoad(instance.gameObject);
        }
示例#7
0
    protected virtual void InstantiateEffect(Vector3 position)
    {
        if (!GhostTools.SafeToInstantiate(gameObject))
        {
            return;
        }
        if (Time.unscaledTime < Mathf.Epsilon)
        {
            return;
        }
        if (_actor && _actor.culled)
        {
            return;
        }

        // If this is being disabled because we're loading a scene, we don't want it to create an effect.
        if (GameMaster.transitioning)
        {
            return;
        }

        if (effectPrefab == null)
        {
            Debug.LogWarning("Effect prefab is not set for " + name, gameObject);
            return;
        }

        if (delay > Mathf.Epsilon)
        {
            StartCoroutine(DelayedInstantiate());
        }

        else
        {
            Destroy(Instantiate(
                        effectPrefab, position, transform.rotation, EffectsParent().transform), lifetime);
        }
    }