Files

219 lines
7.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Unheimlich.VFX;
using UnityEngine;
using UnityEngine.Rendering;
public class ScarecrowFire : MonoBehaviour
{
[System.Serializable]
public class FireElement
{
public GameObject VFX;
[HideInInspector] public Vector3 OriginalScale;
}
[Header("Fire VFX Elements")]
[SerializeField] private FireElement _fireBase;
[SerializeField] private FireElement _fireTorso;
[SerializeField] private FireElement _fireArmLeft;
[SerializeField] private FireElement _fireArmLeftEnd;
[SerializeField] private FireElement _fireArmRight;
[SerializeField] private FireElement _fireArmRightEnd;
[SerializeField] private FireElement _fireHead;
[SerializeField] private FireElement _fireBig;
[Header("Propagation Timings")]
[SerializeField] private float _growDuration = 3f;
[Range(0f, 1f)]
[SerializeField] private float _overlapFactor = 0.4f;
[SerializeField] private AnimationCurve _growCurve = new AnimationCurve(
new Keyframe(0f, 0f, 0f, 0f),
new Keyframe(0.3f, 0.1f, 0f, 2f),
new Keyframe(0.7f, 0.8f, 2f, 0.5f),
new Keyframe(1f, 1f, 0.2f, 0f)
);
[Header("Post Process")]
[SerializeField] private Volume _heatVolume;
[SerializeField] private AnimationCurve _heatCurve = new AnimationCurve(
new Keyframe(0f, 0f, 0f, 0.5f),
new Keyframe(0.5f, 0.4f, 1f, 1f),
new Keyframe(1f, 1f, 0.5f, 0f)
);
[Header("Heat Shader")]
[SerializeField] private Material _heatMaterial;
[Header("Lights")]
[SerializeField] private List<LightEntry> _lights = new List<LightEntry>();
[System.Serializable]
public class LightEntry
{
public LightFlicker Flicker;
public float TargetIntensity = 3f;
}
private bool _fireSequenceComplete = false;
private float _totalSequenceDuration = 0f;
// ─────────────────────────────────────────────────────────────────────────
void Awake()
{
InitElement(_fireBase);
InitElement(_fireTorso);
InitElement(_fireArmLeft);
InitElement(_fireArmLeftEnd);
InitElement(_fireArmRight);
InitElement(_fireArmRightEnd);
InitElement(_fireHead);
InitElement(_fireBig);
float overlapDelay = _growDuration * (1f - _overlapFactor);
_totalSequenceDuration = _growDuration + (7f * overlapDelay);
SetHeatShaderWeight(0f);
foreach (var entry in _lights)
if (entry.Flicker) entry.Flicker.SetBaseIntensity(0f);
}
void Start()
{
TriggerFire();
}
private void InitElement(FireElement el)
{
if (!el.VFX) return;
el.OriginalScale = el.VFX.transform.localScale;
el.VFX.transform.localScale = new Vector3(
el.OriginalScale.x * 0.2f,
el.OriginalScale.y * 0.1f,
el.OriginalScale.z * 0.2f
);
el.VFX.SetActive(false);
}
// ─────────────────────────────────────────────────────────────────────────
public void TriggerFire()
{
_fireSequenceComplete = false;
StartCoroutine(FireSequence());
}
private IEnumerator FireSequence()
{
float overlapDelay = _growDuration * (1f - _overlapFactor);
StartCoroutine(DriveHeatEffects());
StartCoroutine(GrowFire(_fireBase));
yield return new WaitForSeconds(overlapDelay);
StartCoroutine(GrowFire(_fireTorso));
yield return new WaitForSeconds(overlapDelay);
StartCoroutine(PropagateArm(_fireArmLeft, _fireArmLeftEnd, overlapDelay));
StartCoroutine(PropagateArm(_fireArmRight, _fireArmRightEnd, overlapDelay));
yield return new WaitForSeconds(overlapDelay * 2f);
StartCoroutine(GrowFire(_fireHead));
yield return new WaitForSeconds(overlapDelay);
yield return StartCoroutine(GrowFire(_fireBig));
_fireSequenceComplete = true;
}
private IEnumerator PropagateArm(FireElement shoulder, FireElement tip, float overlapDelay)
{
StartCoroutine(GrowFire(shoulder));
yield return new WaitForSeconds(overlapDelay);
yield return StartCoroutine(GrowFire(tip));
}
private IEnumerator GrowFire(FireElement el)
{
if (!el.VFX) yield break;
el.VFX.SetActive(true);
Vector3 startScale = Vector3.zero;
Vector3 targetScale = el.OriginalScale;
float elapsed = 0f;
while (elapsed < _growDuration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / _growDuration);
float curveT = _growCurve.Evaluate(t);
el.VFX.transform.localScale = Vector3.Lerp(startScale, targetScale, curveT);
yield return null;
}
el.VFX.transform.localScale = targetScale;
}
// ─────────────────────────────────────────────────────────────────────────
private IEnumerator DriveHeatEffects()
{
float elapsed = 0f;
float lastWeight = 0f;
// Phase 1 : monte avec la heatCurve jusqu'à ce que la séquence feu soit finie.
// On snapshote lastWeight à chaque frame pour partir de la vraie valeur courante
// en phase 2, évitant tout creux si la courbe redescend après t=1.
while (!_fireSequenceComplete)
{
elapsed += Time.deltaTime;
float t = elapsed / _totalSequenceDuration;
lastWeight = _heatCurve.Evaluate(Mathf.Clamp01(t));
ApplyHeatWeight(lastWeight);
yield return null;
}
// Phase 2 : lerp propre de la valeur courante vers 1, sans jamais redescendre.
float lerpElapsed = 0f;
float lerpDuration = 8f;
float startWeight = lastWeight; // ← valeur réelle au moment du flag, pas heatCurve(0.99)
while (lerpElapsed < lerpDuration)
{
lerpElapsed += Time.deltaTime;
float weight = Mathf.Lerp(startWeight, 1f, lerpElapsed / lerpDuration);
ApplyHeatWeight(weight);
yield return null;
}
// Phase 3 : maintien à 1 à l'infini.
ApplyHeatWeight(1f);
}
/// <summary>Applique un weight normalisé à tous les effets de chaleur + lumière.</summary>
private void ApplyHeatWeight(float weight)
{
if (_heatVolume) _heatVolume.weight = weight;
SetHeatShaderWeight(weight);
// ScarecrowFire pilote la base — LightFlicker applique le flicker par-dessus
// sans écrire directement sur targetLight.intensity.
foreach (var entry in _lights)
if (entry.Flicker) entry.Flicker.SetBaseIntensity(entry.TargetIntensity * weight);
}
private void SetHeatShaderWeight(float weight)
{
if (!_heatMaterial) return;
_heatMaterial.SetFloat("_Weight", weight);
}
}