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gravity-fusion/Assets/Components/Emitter.cs
2019-10-06 15:04:50 +02:00

36 lines
1.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Particle))]
public class Emitter : MonoBehaviour
{
public float forceBase;
public float forceVariance;
protected int emittedParticles;
public string particlePrefabName;
protected GameObject particlePrefab;
protected Particle particle;
protected void Awake() {
particle = GetComponent<Particle>();
particlePrefab = (GameObject)Resources.Load(particlePrefabName);
}
protected void Start() {
emittedParticles = 0;
Invoke("Emit", 0.5f);
}
protected void Emit() {
Invoke("Emit", 0.5f);
if(particle.Tier < 1) return;
GameObject newObject = Instantiate(particlePrefab, transform.position, Quaternion.identity);
Particle newParticle = newObject.GetComponent<Particle>();
newParticle.Tier = particle.Tier - 2;
Vector3 direction = new Vector3(Mathf.Cos(Mathf.PI * emittedParticles / 3), Mathf.Sin(Mathf.PI * emittedParticles / 3), 0).normalized;
float force = Mathf.Clamp(forceBase + ((Random.value - 0.5f) * forceVariance), 0f, float.PositiveInfinity);
newParticle.rigidbody.AddForce(direction * force);
}
}