mirror of
https://github.com/Steffo99/gravity-fusion.git
synced 2024-11-25 17:54:19 +00:00
90 lines
No EOL
2.8 KiB
C#
90 lines
No EOL
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Particle : MonoBehaviour {
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protected int _tier = 0;
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public new Rigidbody2D rigidbody;
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public Gravitation gravitation;
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public GameController gameController;
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public Merger merger;
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public Collider2D particleCollider;
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public Collider2D mergeCollider;
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public Emitter emitter;
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public Animator animator;
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public Hue hue;
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public SpriteRenderer mainRenderer;
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public SpriteRenderer auraRenderer;
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public SpriteRenderer detailsRenderer;
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public Disappear disappear;
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public int Tier {
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get {
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return _tier;
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}
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set {
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_tier = value;
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Scale = Mathf.Pow(gameController.scaleMultiplier, _tier);
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animator.runtimeAnimatorController = gameController.tierAnimation[_tier % gameController.tierAnimation.Length];
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hue.PossibleColors = gameController.tierGradients[_tier % gameController.tierGradients.Length];
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gameController.CheckNewMaxTier(_tier);
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disappear.ResetTimer();
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}
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}
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public float Scale {
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get {
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return transform.localScale.x;
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}
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set {
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transform.localScale = new Vector3(value, value, 1);
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}
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}
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public float Mass {
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get {
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return Mathf.Pow(gameController.particlesToMerge + 1, Tier);
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}
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}
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public float Duration {
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get {
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return gameController.particleDurationPerTier * (Tier + 1);
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}
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}
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public GameObject ParticlePrefab {
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get {
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return gameController.particlePrefab;
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}
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}
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protected void Awake() {
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rigidbody = GetComponent<Rigidbody2D>();
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gravitation = GetComponent<Gravitation>();
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gameController = GameObject.Find("GameController").GetComponent<GameController>();
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merger = GetComponentInChildren<Merger>();
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particleCollider = GetComponent<Collider2D>();
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mergeCollider = merger.GetComponent<Collider2D>();
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emitter = GetComponent<Emitter>();
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mainRenderer = GetComponent<SpriteRenderer>();
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auraRenderer = transform.Find("Aura").GetComponent<SpriteRenderer>();
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detailsRenderer = transform.Find("Details").GetComponent<SpriteRenderer>();
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hue = GetComponent<Hue>();
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animator = GetComponent<Animator>();
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disappear = GetComponent<Disappear>();
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}
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protected void Start() {
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animator.runtimeAnimatorController = gameController.tierAnimation[_tier % gameController.tierAnimation.Length];
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hue.PossibleColors = gameController.tierGradients[_tier % gameController.tierGradients.Length];
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}
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protected void OnDestroy() {
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if(Tier >= gameController.maxTierPresent) {
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gameController.RecalculateMaxTier();
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}
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}
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} |