Merge branch 'leveldesign'
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						b5e85b30ec
					
				
							
								
								
									
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										185
									
								
								Viagg-io/Assets/2Ginge/LiquidSimulation/Scripts/BottleSmash.cs
									
									
									
									
									
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								Viagg-io/Assets/2Ginge/LiquidSimulation/Scripts/BottleSmash.cs
									
									
									
									
									
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		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class BottleSmash : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
    //all of the required items in order to gie the impression of hte glass breaking.
 | 
			
		||||
    [ColorUsageAttribute(true, true, 0f, 8f, 0.125f, 3f)]
 | 
			
		||||
    public Color color;
 | 
			
		||||
    //to use to find any delta
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    private Color cachedColor;
 | 
			
		||||
    //used to update any colors when the value changes, not by polling
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    private List<ColorBase> registeredComponents;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    public GameObject Cork, Liquid, Glass, Glass_Shattered, Label;
 | 
			
		||||
    //default despawn time;
 | 
			
		||||
    public float DespawnTime = 5.0f;
 | 
			
		||||
    //splash effect.
 | 
			
		||||
    public ParticleSystem Effect;
 | 
			
		||||
    //3D mesh on hte ground (given a specific height).
 | 
			
		||||
    public GameObject Splat;
 | 
			
		||||
    //such as the ground layer otherwise the broken glass could be considered the 'ground'
 | 
			
		||||
    public LayerMask SplatMask;
 | 
			
		||||
    //distance of hte raycast
 | 
			
		||||
    public float maxSplatDistance = 5.0f;
 | 
			
		||||
    //if the change in velocity is greater than this THEN it breaks
 | 
			
		||||
    public float shatterAtSpeed = 2.0f;
 | 
			
		||||
    //if the is disabled then it wont shatter by itself.
 | 
			
		||||
    public bool allowShattering = true;
 | 
			
		||||
    //if it collides with an object then and only then is there a period of 0.2f seconds to shatter.
 | 
			
		||||
    public bool onlyAllowShatterOnCollision = true;
 | 
			
		||||
    //for the ability to find the change in velocity.
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    private Vector3 previousPos;
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    private Vector3 previousVelocity;
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    private Vector3 randomRot;
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    private float _lastHitSpeed = 0;
 | 
			
		||||
    //dont break if we have already broken, only applies to self breaking logic, not by calling Smash()
 | 
			
		||||
    bool broken = false;
 | 
			
		||||
    //timeout
 | 
			
		||||
    float collidedRecently = -1;
 | 
			
		||||
	void Start () {
 | 
			
		||||
        previousPos = transform.position;
 | 
			
		||||
	}
 | 
			
		||||
	//Smash function so it can be tied to buttons.
 | 
			
		||||
    public void RandomizeColor()
 | 
			
		||||
    {
 | 
			
		||||
        color = new Color(Random.Range(0, 1), Random.Range(0, 1), Random.Range(0, 1), 1);
 | 
			
		||||
    }
 | 
			
		||||
    void OnCollisionEnter(Collision collision)
 | 
			
		||||
    {
 | 
			
		||||
        //set a timer for about 0.2s to be able to be broken
 | 
			
		||||
        _lastHitSpeed = collision.impulse.magnitude;
 | 
			
		||||
        if (collision.transform.tag != "Liquid")
 | 
			
		||||
            collidedRecently = 0.2f;
 | 
			
		||||
        
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void AttemptCollision(Collision col)
 | 
			
		||||
    {
 | 
			
		||||
        OnCollisionEnter(col);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void RegisterColorBase(ColorBase cb)
 | 
			
		||||
    {
 | 
			
		||||
        registeredComponents.Add(cb);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void ChangedColor()
 | 
			
		||||
    {
 | 
			
		||||
        if(cachedColor != color)
 | 
			
		||||
        {
 | 
			
		||||
            cachedColor = color;
 | 
			
		||||
 | 
			
		||||
            //update all registered components
 | 
			
		||||
            foreach (ColorBase cb in registeredComponents)
 | 
			
		||||
            {
 | 
			
		||||
                cb.Unify();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    public Vector3 GetRandomRotation()
 | 
			
		||||
    {
 | 
			
		||||
        return randomRot;
 | 
			
		||||
    }
 | 
			
		||||
    public void RandomRotation()
 | 
			
		||||
    {
 | 
			
		||||
        randomRot = (Random.insideUnitSphere + Vector3.forward).normalized;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void Smash()
 | 
			
		||||
    {
 | 
			
		||||
        
 | 
			
		||||
        broken = true;
 | 
			
		||||
        //the Corks collider needs to be turned on;
 | 
			
		||||
        if (Cork != null)
 | 
			
		||||
        {
 | 
			
		||||
            Cork.transform.parent = null;
 | 
			
		||||
            Cork.GetComponent<Collider>().enabled = true;
 | 
			
		||||
            Cork.GetComponent<Rigidbody>().isKinematic = false;
 | 
			
		||||
            Destroy(Cork.gameObject, DespawnTime);
 | 
			
		||||
        }
 | 
			
		||||
        //the Liquid gets removed after n seconds
 | 
			
		||||
        if (Liquid != null)
 | 
			
		||||
        {
 | 
			
		||||
            float t = 0.0f;
 | 
			
		||||
            //if (Effect != null)
 | 
			
		||||
            //    t = (Effect.main.startLifetime.constantMin + Effect.main.startLifetime.constantMax)/2;
 | 
			
		||||
            Destroy(Liquid.gameObject, t);
 | 
			
		||||
        }
 | 
			
		||||
        //particle effect
 | 
			
		||||
        if(Effect != null)
 | 
			
		||||
        {
 | 
			
		||||
            Effect.Play();
 | 
			
		||||
            Destroy(Effect.gameObject, Effect.main.startLifetime.constantMax);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        //now the label;
 | 
			
		||||
        if (Label != null)
 | 
			
		||||
        {
 | 
			
		||||
            //Label.transform.parent = null;
 | 
			
		||||
            //Label.GetComponent<Collider>().enabled = true;
 | 
			
		||||
            //Label.GetComponent<Rigidbody>().isKinematic = false;
 | 
			
		||||
            Destroy(Label.gameObject);
 | 
			
		||||
        }
 | 
			
		||||
        //turn Glass off and the shattered on.
 | 
			
		||||
        if (Glass != null)
 | 
			
		||||
        {
 | 
			
		||||
            Destroy(Glass.gameObject);
 | 
			
		||||
        }
 | 
			
		||||
        if (Glass_Shattered != null)
 | 
			
		||||
        {
 | 
			
		||||
            Glass_Shattered.SetActive(true);
 | 
			
		||||
            Glass_Shattered.transform.parent = null;
 | 
			
		||||
            Destroy(Glass_Shattered, DespawnTime);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        //instantiate the splat.
 | 
			
		||||
        RaycastHit info = new RaycastHit();
 | 
			
		||||
        if(Splat != null)
 | 
			
		||||
        if (Physics.Raycast(transform.position, Vector3.down, out info, maxSplatDistance, SplatMask))
 | 
			
		||||
        {
 | 
			
		||||
            GameObject newSplat = Instantiate(Splat);
 | 
			
		||||
            newSplat.transform.position = info.point;
 | 
			
		||||
            
 | 
			
		||||
        }
 | 
			
		||||
        Destroy(transform.gameObject, DespawnTime);
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
	// Update is called once per frame, for the change in velocity and all that jazz...
 | 
			
		||||
	void FixedUpdate () {
 | 
			
		||||
        ChangedColor();
 | 
			
		||||
 | 
			
		||||
        collidedRecently -= Time.deltaTime;
 | 
			
		||||
        Vector3 currentVelocity = (transform.position - previousPos) / Time.fixedDeltaTime;
 | 
			
		||||
        if ((onlyAllowShatterOnCollision && collidedRecently >= 0.0f) | !onlyAllowShatterOnCollision)
 | 
			
		||||
        {
 | 
			
		||||
            if (allowShattering)
 | 
			
		||||
            {
 | 
			
		||||
                if (Vector3.Distance(currentVelocity, previousVelocity) > shatterAtSpeed || _lastHitSpeed > shatterAtSpeed)
 | 
			
		||||
                {
 | 
			
		||||
                    if (!broken)
 | 
			
		||||
                        Smash();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        _lastHitSpeed = 0;
 | 
			
		||||
 | 
			
		||||
        previousVelocity = currentVelocity;
 | 
			
		||||
        previousPos = transform.position;
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
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@ -0,0 +1,15 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class ColorBase : MonoBehaviour {
 | 
			
		||||
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		||||
    protected virtual void RegisterWithController()
 | 
			
		||||
    {
 | 
			
		||||
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    }
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		||||
    public virtual void Unify()
 | 
			
		||||
    {
 | 
			
		||||
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    }
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}
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@ -0,0 +1,50 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class LiquidColor : ColorBase {
 | 
			
		||||
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
    public BottleSmash bottleSmash;
 | 
			
		||||
    private LiquidVolumeAnimator lva;
 | 
			
		||||
    public bool UpdateSurfaceColor = true;
 | 
			
		||||
    public bool UpdateColor = true;
 | 
			
		||||
    public bool UpdateSurfaceEmission = true;
 | 
			
		||||
    public bool UpdateEmission = true;
 | 
			
		||||
    void Start ()
 | 
			
		||||
	{
 | 
			
		||||
	    //mat = GetComponent<MeshRenderer>();
 | 
			
		||||
	    lva = GetComponent<LiquidVolumeAnimator>();
 | 
			
		||||
        if(bottleSmash == null)
 | 
			
		||||
        {
 | 
			
		||||
            bottleSmash = GetComponentInParent<BottleSmash>();
 | 
			
		||||
        }
 | 
			
		||||
        RegisterWithController();
 | 
			
		||||
	}
 | 
			
		||||
    protected override void RegisterWithController()
 | 
			
		||||
    {
 | 
			
		||||
        bottleSmash.RegisterColorBase(this);
 | 
			
		||||
    }
 | 
			
		||||
    // Update is called once per frame
 | 
			
		||||
    public override void Unify()
 | 
			
		||||
	{
 | 
			
		||||
        if (UpdateColor)
 | 
			
		||||
        {
 | 
			
		||||
            lva.mats[0].SetColor("_Color", bottleSmash.color);
 | 
			
		||||
        }
 | 
			
		||||
        if (UpdateEmission)
 | 
			
		||||
        {
 | 
			
		||||
            lva.mats[0].SetColor("_EmissionColor", bottleSmash.color);
 | 
			
		||||
        }
 | 
			
		||||
        if (UpdateSurfaceColor)
 | 
			
		||||
        {
 | 
			
		||||
            lva.mats[0].SetColor("_SColor", bottleSmash.color);
 | 
			
		||||
        }
 | 
			
		||||
        if (UpdateSurfaceEmission)
 | 
			
		||||
        {
 | 
			
		||||
            lva.mats[0].SetColor("_SEmissionColor", bottleSmash.color);
 | 
			
		||||
            //ahh these need to be registered.
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 8821811f704fa594182c00cc2811db0f
 | 
			
		||||
timeCreated: 1496904762
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
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 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,38 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class PS_Color : ColorBase {
 | 
			
		||||
 | 
			
		||||
    // Use this for initialization
 | 
			
		||||
    public BottleSmash bottleSmash;
 | 
			
		||||
    private ParticleSystem ps;
 | 
			
		||||
    void Start ()
 | 
			
		||||
    {
 | 
			
		||||
        ps = GetComponent<ParticleSystem>();
 | 
			
		||||
        if (bottleSmash == null)
 | 
			
		||||
        {
 | 
			
		||||
            bottleSmash = GetComponentInParent<BottleSmash>();
 | 
			
		||||
        }
 | 
			
		||||
        RegisterWithController();
 | 
			
		||||
    }
 | 
			
		||||
    protected override void RegisterWithController()
 | 
			
		||||
    {
 | 
			
		||||
        bottleSmash.RegisterColorBase(this);
 | 
			
		||||
    }
 | 
			
		||||
    // Update is called once per frame
 | 
			
		||||
    public override void Unify()
 | 
			
		||||
    {
 | 
			
		||||
        UpdateValues();
 | 
			
		||||
    }
 | 
			
		||||
    public void UpdateValues ()
 | 
			
		||||
	{
 | 
			
		||||
        //get the main block.
 | 
			
		||||
	    ParticleSystem.MainModule mm = ps.main;
 | 
			
		||||
        //apply the color;
 | 
			
		||||
        mm.startColor = new ParticleSystem.MinMaxGradient(bottleSmash.color);
 | 
			
		||||
	    
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: f8e6bfdb03686b84f93898dfd2b5116e
 | 
			
		||||
timeCreated: 1496906557
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
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 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,49 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class ParticleColor : ColorBase {
 | 
			
		||||
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
    public BottleSmash bottleSmash;
 | 
			
		||||
    private ParticleSystemRenderer ps;
 | 
			
		||||
    public ColorID colorType;
 | 
			
		||||
 | 
			
		||||
    public enum ColorID
 | 
			
		||||
    {
 | 
			
		||||
        _TintColor,
 | 
			
		||||
        _Color
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
	void Start ()
 | 
			
		||||
	{
 | 
			
		||||
	    ps = GetComponent<ParticleSystemRenderer>();
 | 
			
		||||
        if (bottleSmash == null)
 | 
			
		||||
        {
 | 
			
		||||
            bottleSmash = GetComponentInParent<BottleSmash>();
 | 
			
		||||
        }
 | 
			
		||||
        RegisterWithController();
 | 
			
		||||
    }
 | 
			
		||||
    protected override void RegisterWithController()
 | 
			
		||||
    {
 | 
			
		||||
        bottleSmash.RegisterColorBase(this);
 | 
			
		||||
    }
 | 
			
		||||
    public override void Unify()
 | 
			
		||||
    {
 | 
			
		||||
        //apply the material color
 | 
			
		||||
        switch (colorType)
 | 
			
		||||
        {
 | 
			
		||||
            case ColorID._TintColor:
 | 
			
		||||
            {
 | 
			
		||||
                ps.material.SetColor("_TintColor", bottleSmash.color);
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            case ColorID._Color:
 | 
			
		||||
            {
 | 
			
		||||
                ps.material.SetColor("_Color", bottleSmash.color);
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 2e9c2f57237ace1488c320e2710ec995
 | 
			
		||||
timeCreated: 1496905395
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
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 | 
			
		||||
  defaultReferences: []
 | 
			
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 | 
			
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 | 
			
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  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,35 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class ResetColors : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
    public LiquidVolumeAnimator LVA;
 | 
			
		||||
    public float timeout = 5;
 | 
			
		||||
    private float tReset;
 | 
			
		||||
    public BottleSmash BS;
 | 
			
		||||
	public Color Color1,Color2;
 | 
			
		||||
	void Start ()
 | 
			
		||||
	{
 | 
			
		||||
	    tReset = timeout;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	// Update is called once per frame
 | 
			
		||||
	void Update ()
 | 
			
		||||
	{
 | 
			
		||||
	    timeout -= Time.deltaTime;
 | 
			
		||||
	    if (timeout <= 0.0f)
 | 
			
		||||
	    {
 | 
			
		||||
	        if(BS.color == Color1)
 | 
			
		||||
                BS.color = Color2;
 | 
			
		||||
	        else
 | 
			
		||||
	        {
 | 
			
		||||
	            BS.color = Color1;
 | 
			
		||||
	        }
 | 
			
		||||
	        LVA.level = 1;
 | 
			
		||||
	        timeout = tReset;
 | 
			
		||||
	    }
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 0eefa95962e56ea43905b3d2492fe268
 | 
			
		||||
timeCreated: 1498035320
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
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 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
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 | 
			
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  icon: {instanceID: 0}
 | 
			
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 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,24 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class DemoRotation : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
    private BottleSmash BS;
 | 
			
		||||
    public float rotSpeed = 30.0f;
 | 
			
		||||
	void Start ()
 | 
			
		||||
	{
 | 
			
		||||
	    BS = GetComponent<BottleSmash>();
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	// Update is called once per frame
 | 
			
		||||
	void Update () {
 | 
			
		||||
		Vector3 a;
 | 
			
		||||
		a = BS.GetRandomRotation ().normalized;
 | 
			
		||||
		if(a != Vector3.zero)
 | 
			
		||||
		if (Vector3.Dot(BS.GetRandomRotation ().normalized, (BS.transform.up + Vector3.up).normalized) < 0.98f) {
 | 
			
		||||
			BS.transform.rotation = Quaternion.RotateTowards (BS.transform.rotation, Quaternion.LookRotation (BS.GetRandomRotation (), (BS.transform.up + Vector3.up).normalized), rotSpeed * Time.deltaTime);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: f311986f616e27b4e821fd1db2a5ae89
 | 
			
		||||
timeCreated: 1498116019
 | 
			
		||||
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 | 
			
		||||
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 | 
			
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 | 
			
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 | 
			
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  assetBundleVariant: 
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		||||
							
								
								
									
										23
									
								
								Viagg-io/Assets/2Ginge/LiquidSimulation/Scripts/ForceTest.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										23
									
								
								Viagg-io/Assets/2Ginge/LiquidSimulation/Scripts/ForceTest.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,23 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class ForceTest : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
    public bool AddForce = false;
 | 
			
		||||
    public Vector3 force;
 | 
			
		||||
    private LiquidVolumeAnimator lva;
 | 
			
		||||
	void Start () {
 | 
			
		||||
        lva = GetComponent<LiquidVolumeAnimator>();
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	// Update is called once per frame
 | 
			
		||||
	void Update () {
 | 
			
		||||
        if(AddForce)
 | 
			
		||||
        {
 | 
			
		||||
            lva.AddForce(force);
 | 
			
		||||
            AddForce = false;
 | 
			
		||||
        }
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 4c3ce4b3b56a17a41843c0d0a9bc775b
 | 
			
		||||
timeCreated: 1504421482
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
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 | 
			
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  icon: {instanceID: 0}
 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,70 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class LiquidAbsorption : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    //public int collisionCount = 0;
 | 
			
		||||
    public Color currentColor;
 | 
			
		||||
    public BottleSmash smashScript;
 | 
			
		||||
    public float particleValue = 0.02f;
 | 
			
		||||
    public LiquidVolumeAnimator LVA;
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
	void Start () {
 | 
			
		||||
        if(LVA == null)
 | 
			
		||||
        LVA = GetComponent<LiquidVolumeAnimator>();
 | 
			
		||||
	}
 | 
			
		||||
    void OnParticleCollision(GameObject other)
 | 
			
		||||
    {
 | 
			
		||||
        //check if it is the same factory.
 | 
			
		||||
        if (other.transform.parent == transform.parent)
 | 
			
		||||
            return;
 | 
			
		||||
        bool available = false;
 | 
			
		||||
        if (smashScript.Cork == null)
 | 
			
		||||
        {
 | 
			
		||||
            available = true;
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            //if the cork is not on!
 | 
			
		||||
            if (!smashScript.Cork.activeSelf)
 | 
			
		||||
            {
 | 
			
		||||
 | 
			
		||||
                available = true;
 | 
			
		||||
            }
 | 
			
		||||
                //or it is disabled (through kinamism)? is that even a word?
 | 
			
		||||
            else if (!smashScript.Cork.GetComponent<Rigidbody>().isKinematic)
 | 
			
		||||
            {
 | 
			
		||||
                available = true;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        if (available)
 | 
			
		||||
        {
 | 
			
		||||
            currentColor = smashScript.color;
 | 
			
		||||
            if (LVA.level < 1.0f - particleValue)
 | 
			
		||||
            {
 | 
			
		||||
 | 
			
		||||
                //essentially, take the ratio of the bottle that has liquid (0 to 1), then see how much the level will change, then interpolate the color based on the dif.
 | 
			
		||||
                Color impactColor = other.GetComponentInParent<BottleSmash>().color;
 | 
			
		||||
 | 
			
		||||
                if (LVA.level <= float.Epsilon * 10)
 | 
			
		||||
                {
 | 
			
		||||
                    currentColor = impactColor;
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    currentColor = Color.Lerp(currentColor, impactColor, particleValue / LVA.level);
 | 
			
		||||
                }
 | 
			
		||||
                //collisionCount += 1;
 | 
			
		||||
                LVA.level += particleValue;
 | 
			
		||||
                smashScript.color = currentColor;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
	// Update is called once per frame
 | 
			
		||||
	void Update ()
 | 
			
		||||
	{
 | 
			
		||||
	    currentColor = smashScript.color;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 3c72153d81fccf5428e6e49ee41c9f4f
 | 
			
		||||
timeCreated: 1496752098
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
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 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
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 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,74 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class LiquidAbsorptionV2 : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    //public int collisionCount = 0;
 | 
			
		||||
    public Color currentColor;
 | 
			
		||||
    public BottleSmash smashScript;
 | 
			
		||||
    public MeshLiquidEmission LiquidEmission;
 | 
			
		||||
    public LiquidVolumeAnimator LVA;
 | 
			
		||||
    // Use this for initialization
 | 
			
		||||
    float particleValue = 1;
 | 
			
		||||
 | 
			
		||||
    void Start () {
 | 
			
		||||
        if(LVA == null)
 | 
			
		||||
        LVA = GetComponent<LiquidVolumeAnimator>();
 | 
			
		||||
	}
 | 
			
		||||
    void OnParticleCollision(GameObject other)
 | 
			
		||||
    {
 | 
			
		||||
        //check if it is the same factory.
 | 
			
		||||
        if (other.transform.parent == transform.parent)
 | 
			
		||||
            return;
 | 
			
		||||
        bool available = false;
 | 
			
		||||
        if (smashScript.Cork == null)
 | 
			
		||||
        {
 | 
			
		||||
            available = true;
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            //if the cork is not on!
 | 
			
		||||
            if (!smashScript.Cork.activeSelf)
 | 
			
		||||
            {
 | 
			
		||||
 | 
			
		||||
                available = true;
 | 
			
		||||
            }
 | 
			
		||||
                //or it is disabled (through kinamism)? is that even a word?
 | 
			
		||||
            else if (!smashScript.Cork.GetComponent<Rigidbody>().isKinematic)
 | 
			
		||||
            {
 | 
			
		||||
                available = true;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        float finalParticleValue = particleValue * (1.0f / LiquidEmission.volumeOfParticles);
 | 
			
		||||
        if (available)
 | 
			
		||||
        {
 | 
			
		||||
            currentColor = smashScript.color;
 | 
			
		||||
            if (LVA.level < 1.0f - finalParticleValue)
 | 
			
		||||
            {
 | 
			
		||||
 | 
			
		||||
                //essentially, take the ratio of the bottle that has liquid (0 to 1), then see how much the level will change, then interpolate the color based on the dif.
 | 
			
		||||
                Color impactColor = other.GetComponentInParent<BottleSmash>().color;//cant be cached
 | 
			
		||||
 | 
			
		||||
                if (LVA.level <= float.Epsilon * 10)
 | 
			
		||||
                {
 | 
			
		||||
                    currentColor = impactColor;
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    currentColor = Color.Lerp(currentColor, impactColor, finalParticleValue / LVA.level);
 | 
			
		||||
                }
 | 
			
		||||
                //collisionCount += 1;
 | 
			
		||||
                LVA.level += finalParticleValue;
 | 
			
		||||
                smashScript.color = currentColor;
 | 
			
		||||
                
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
	// Update is called once per frame
 | 
			
		||||
	void Update ()
 | 
			
		||||
	{
 | 
			
		||||
	    currentColor = smashScript.color;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 425a25cf2882b0549b0fc086445c4036
 | 
			
		||||
timeCreated: 1496752098
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,49 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class LiquidPool : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
    public float minSize = 0.5f;
 | 
			
		||||
    public float maxSize = 1.0f;
 | 
			
		||||
    public float timeToComplete = 0.5f;
 | 
			
		||||
    float randomSize;
 | 
			
		||||
    float currentTime = 0.0f;
 | 
			
		||||
    bool fadingOut = false;
 | 
			
		||||
    MeshRenderer mr;
 | 
			
		||||
    Material mat;
 | 
			
		||||
	void Start () {
 | 
			
		||||
 | 
			
		||||
        transform.localScale = Vector3.zero;
 | 
			
		||||
        randomSize = Random.Range(minSize, maxSize);
 | 
			
		||||
        mr = GetComponent<MeshRenderer>();
 | 
			
		||||
        mat = mr.material;
 | 
			
		||||
        mat = Instantiate(mat);
 | 
			
		||||
        mr.material = mat;
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	// Update is called once per frame
 | 
			
		||||
	void Update () {
 | 
			
		||||
        currentTime += Time.deltaTime * ((fadingOut) ? -1 : 1);
 | 
			
		||||
        if (currentTime >= timeToComplete)
 | 
			
		||||
        {
 | 
			
		||||
            fadingOut = true;
 | 
			
		||||
        }
 | 
			
		||||
        if(fadingOut)
 | 
			
		||||
        {
 | 
			
		||||
            mat.color = new Color(mat.color.r,mat.color.g,mat.color.b,Mathf.Lerp(0.0f, 1.0f, currentTime/timeToComplete));
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            transform.localScale = Vector3.one * Mathf.Lerp(0.0f, randomSize, currentTime / timeToComplete);
 | 
			
		||||
        }
 | 
			
		||||
        if(fadingOut)
 | 
			
		||||
        {
 | 
			
		||||
            if(currentTime <= 0)
 | 
			
		||||
            {
 | 
			
		||||
                Destroy(transform.gameObject);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 882eae614fd4a1744a300f31e7a3506a
 | 
			
		||||
timeCreated: 1491029086
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,330 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
[System.Serializable]
 | 
			
		||||
public class LiquidVolumeAnimator : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
    //just incase we have multiple materials;
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    public Material[] mats;
 | 
			
		||||
    //the level of the liquid on a hyperplane.
 | 
			
		||||
    [Range(0,1)]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    public float level = 0.5f;
 | 
			
		||||
    private float finalLevel;
 | 
			
		||||
    
 | 
			
		||||
    //the current bound given a direction
 | 
			
		||||
    public Vector2 minMaxBounds;
 | 
			
		||||
    //the mesh to 
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    private MeshFilter mf;
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    private MeshRenderer mr;
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    private Mesh m;
 | 
			
		||||
    //in order to see how its working, physics is kind of hacked in
 | 
			
		||||
    public bool DebugAnchor = false;
 | 
			
		||||
    //debugsize is how large the handles are
 | 
			
		||||
    public float debugSize = 1.0f;
 | 
			
		||||
    //how much mass it has? kind of?
 | 
			
		||||
    public float _anchorLength = 0.5f;
 | 
			
		||||
    //how much the rotation and movement applies to the anchor
 | 
			
		||||
    [Range(0,1)]
 | 
			
		||||
    public float dampening;
 | 
			
		||||
    //it always wants to be rotated to down
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    private Vector3 anchor;
 | 
			
		||||
    //velocity of the direction of 'gravity'
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    private Vector3 anchorVelocity;
 | 
			
		||||
    //direction of velocity after clamp. ALSO used to see if the position has changed and use that as a velocity reference;
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    private Vector3 transformedPoint, prevTransformedPoint;
 | 
			
		||||
    public bool calculateTextureProjection = true;
 | 
			
		||||
    public float TextureSize = 1.0f;
 | 
			
		||||
    public float TextureSizeScalar = 1;
 | 
			
		||||
    public AnimationCurve texCurveSize = AnimationCurve.Linear(0, 1, 1, 1);
 | 
			
		||||
    //for rotation of the texture;
 | 
			
		||||
    Quaternion previous;
 | 
			
		||||
    float totalRotation = 0.0f;
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    private Vector3 TopLeft, TopRight, BottomLeft, BottomRight;
 | 
			
		||||
 | 
			
		||||
    public Transform ExposedLiquidT;
 | 
			
		||||
    public Vector3 GravityDirection = Vector3.down;
 | 
			
		||||
    public bool normalizeGravityDirection = true;
 | 
			
		||||
    //vert cache
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    Vector3[] verts;
 | 
			
		||||
	int shader_Key_localHeight;
 | 
			
		||||
	int shader_Key_anchor;
 | 
			
		||||
	int shader_Key_point;
 | 
			
		||||
	int shader_Key_level;
 | 
			
		||||
    float prvLevel = -1;
 | 
			
		||||
    Quaternion prevQ = Quaternion.identity;
 | 
			
		||||
    //for debugging purposes
 | 
			
		||||
    //for caching
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    Vector3 cPos = Vector3.zero;
 | 
			
		||||
 | 
			
		||||
	//output values:
 | 
			
		||||
	public Vector3 finalAnchor, finalPoint;
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    string[] shaderNames;
 | 
			
		||||
    void OnDrawGizmosSelected()
 | 
			
		||||
    {
 | 
			
		||||
        float anchorLength = _anchorLength * Mathf.Max(transform.lossyScale.x, transform.lossyScale.y, transform.lossyScale.z);
 | 
			
		||||
        if(DebugAnchor)
 | 
			
		||||
        {
 | 
			
		||||
            cPos = transform.position;
 | 
			
		||||
            //Vector3 prevTransformedPointD = transform.TransformDirection(Vector3.down);
 | 
			
		||||
            Vector3 anchorD = cPos - transform.TransformDirection(Vector3.up) * anchorLength;
 | 
			
		||||
            if (anchor == Vector3.zero)
 | 
			
		||||
                anchor = anchorD;
 | 
			
		||||
            //makes sure something is available (even while not playing).
 | 
			
		||||
 | 
			
		||||
            CalculateSquare(anchor);
 | 
			
		||||
            //the location of the anchor (static)
 | 
			
		||||
            Gizmos.DrawSphere(anchorD, 0.25f * transform.lossyScale.magnitude * 0.1f * debugSize);
 | 
			
		||||
            //line between the anchor and the surface
 | 
			
		||||
            Gizmos.DrawLine(cPos, anchorD);
 | 
			
		||||
            Gizmos.color = Color.blue;
 | 
			
		||||
            //the ocation of the anchor (physics)
 | 
			
		||||
            Gizmos.DrawSphere(anchor, 0.25f * transform.lossyScale.magnitude * 0.1f * debugSize);
 | 
			
		||||
           
 | 
			
		||||
            Gizmos.color = Color.red;
 | 
			
		||||
            Gizmos.DrawSphere(cPos - (anchorD - cPos).normalized * finalLevel, 0.1f * transform.lossyScale.magnitude * 0.01f * debugSize);
 | 
			
		||||
            //All four corners of the texture
 | 
			
		||||
            Gizmos.color = Color.yellow;
 | 
			
		||||
            Gizmos.DrawSphere(TopLeft, 0.25f * transform.lossyScale.magnitude * 0.01f * debugSize);
 | 
			
		||||
            Gizmos.DrawSphere(TopRight, 0.25f * transform.lossyScale.magnitude * 0.01f * debugSize);
 | 
			
		||||
            Gizmos.DrawSphere(BottomLeft, 0.25f * transform.lossyScale.magnitude * 0.01f * debugSize);
 | 
			
		||||
            Gizmos.DrawSphere(BottomRight, 0.25f * transform.lossyScale.magnitude * 0.01f * debugSize);
 | 
			
		||||
            Gizmos.color = Color.white;
 | 
			
		||||
            CalculateSquare(anchor);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void CalculateSquare(Vector3 anch)
 | 
			
		||||
    {
 | 
			
		||||
        if (!calculateTextureProjection)
 | 
			
		||||
        {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        Vector3 pos1 = cPos - (anch - cPos).normalized * finalLevel;
 | 
			
		||||
        Vector3 nrm = (cPos - (anch - cPos).normalized * finalLevel - anch).normalized;
 | 
			
		||||
        Vector3 beginningRight = Quaternion.Euler(0, totalRotation, 0) * Vector3.right;
 | 
			
		||||
        Vector3 f1 = Vector3.Cross(beginningRight, nrm.normalized).normalized;
 | 
			
		||||
        Vector3 r1 = Vector3.Cross(f1, nrm).normalized;
 | 
			
		||||
        f1 = Vector3.Cross(r1, nrm).normalized;
 | 
			
		||||
        float tSize = TextureSize * texCurveSize.Evaluate(Mathf.Clamp01(level)) * transform.lossyScale.magnitude * 0.001f;
 | 
			
		||||
        
 | 
			
		||||
        TopLeft = r1 * tSize + f1 * tSize + pos1;
 | 
			
		||||
        TopRight = r1 * tSize * -1 + f1 * tSize + pos1;
 | 
			
		||||
        BottomLeft = r1 * tSize + f1 * tSize * -1 + pos1;
 | 
			
		||||
        BottomRight = r1 * tSize * -1 - f1 * tSize + pos1;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
	void Start ()
 | 
			
		||||
	{
 | 
			
		||||
        cPos = transform.position;
 | 
			
		||||
		shader_Key_localHeight = Shader.PropertyToID ("_localHeight");
 | 
			
		||||
		shader_Key_anchor = Shader.PropertyToID ("_anchor");
 | 
			
		||||
		shader_Key_point = Shader.PropertyToID ("_point");
 | 
			
		||||
		shader_Key_level = Shader.PropertyToID ("_level");
 | 
			
		||||
        //delta
 | 
			
		||||
		prevTransformedPoint = transformedPoint = transform.TransformDirection((normalizeGravityDirection) ? GravityDirection.normalized : GravityDirection);
 | 
			
		||||
        //anchor = cPos - transform.TransformDirection(Vector3.up) * anchorLength;
 | 
			
		||||
        anchor -= ((normalizeGravityDirection) ? GravityDirection.normalized : GravityDirection) * -1 * Time.deltaTime * (1.0f - dampening);
 | 
			
		||||
        anchor.Normalize();
 | 
			
		||||
	    mr = GetComponent<MeshRenderer>();
 | 
			
		||||
	    mats = mr.materials;
 | 
			
		||||
        shaderNames = new string[mats.Length];
 | 
			
		||||
 | 
			
		||||
        for (int i = 0; i < mats.Length; ++i)
 | 
			
		||||
	    {
 | 
			
		||||
	        mats[i] = Instantiate(mats[i]);
 | 
			
		||||
            shaderNames[i] = mats[i].shader.name;
 | 
			
		||||
 | 
			
		||||
        }
 | 
			
		||||
	    mf = GetComponent<MeshFilter>();
 | 
			
		||||
	    m = mf.sharedMesh;
 | 
			
		||||
		verts = new Vector3[m.vertices.Length];
 | 
			
		||||
	    verts = m.vertices;
 | 
			
		||||
	    minMaxBounds.x = minMaxBounds.y = verts[0].y;
 | 
			
		||||
        
 | 
			
		||||
	    for (int i = 0; i < verts.Length; ++i)
 | 
			
		||||
	    {
 | 
			
		||||
            Vector3 wPos = transform.TransformDirection(verts[i]);
 | 
			
		||||
            if (wPos.y > minMaxBounds.y)
 | 
			
		||||
	        {
 | 
			
		||||
	            minMaxBounds.y = wPos.y;
 | 
			
		||||
	        }
 | 
			
		||||
	        if (wPos.y < minMaxBounds.x)
 | 
			
		||||
	        {
 | 
			
		||||
	            minMaxBounds.x = wPos.y;
 | 
			
		||||
	        }
 | 
			
		||||
	    }
 | 
			
		||||
	    minMaxBounds.x -= cPos.y;
 | 
			
		||||
	    minMaxBounds.y -= cPos.y;
 | 
			
		||||
	    for (int i = 0; i < mats.Length; ++i)
 | 
			
		||||
	    {
 | 
			
		||||
			mats[i].SetFloat(shader_Key_localHeight, Mathf.Lerp(minMaxBounds.x,minMaxBounds.y,level));
 | 
			
		||||
	    }
 | 
			
		||||
 | 
			
		||||
	    mr.materials = mats;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
	public void AddForce(Vector3 force)
 | 
			
		||||
    {
 | 
			
		||||
        anchorVelocity += force;
 | 
			
		||||
    }
 | 
			
		||||
	// Update is called once per frame
 | 
			
		||||
	void FixedUpdate ()
 | 
			
		||||
	{
 | 
			
		||||
        cPos = transform.position;
 | 
			
		||||
        float nLength = _anchorLength * Mathf.Max(transform.lossyScale.x, transform.lossyScale.y, transform.lossyScale.z);
 | 
			
		||||
        //prevTransformedPoint = transform.TransformDirection(Vector3.down);
 | 
			
		||||
        //anchor = transform.position - transform.TransformDirection(Vector3.up) * nLength;
 | 
			
		||||
        transformedPoint = transform.TransformDirection((normalizeGravityDirection) ? GravityDirection.normalized : GravityDirection);
 | 
			
		||||
        
 | 
			
		||||
        ////Now we need to move the anchor down by gravity;
 | 
			
		||||
        //anchorVelocity += Vector3.down * Time.deltaTime * 0.1f;
 | 
			
		||||
        anchor += anchorVelocity * (1.0f - dampening);
 | 
			
		||||
        Vector3 prevPos = anchor;
 | 
			
		||||
        anchor -= ((normalizeGravityDirection) ? GravityDirection.normalized : GravityDirection) * -1 * Time.deltaTime * (1.0f - dampening);
 | 
			
		||||
        
 | 
			
		||||
        //clamp it
 | 
			
		||||
        float d = Vector3.Distance(anchor, cPos);
 | 
			
		||||
        //float difference = (nLength - d) / d;
 | 
			
		||||
        //float d2 = d / nLength;
 | 
			
		||||
 | 
			
		||||
        if (d > nLength)
 | 
			
		||||
        {
 | 
			
		||||
            anchor = cPos + (anchor - cPos).normalized * nLength;
 | 
			
		||||
            //connections[i].position = connections[i].position + (cPos - connections[i].position).normalized * difference * 0.5f;
 | 
			
		||||
        }
 | 
			
		||||
		Vector3 addition = (anchor - prevPos) + (transformedPoint - prevTransformedPoint) * -1 * (1.0f / nLength) * Time.deltaTime;
 | 
			
		||||
		//if there is no change dont bother updating.
 | 
			
		||||
		if (addition == Vector3.zero)
 | 
			
		||||
        {
 | 
			
		||||
            if (prvLevel == level && prevQ == transform.rotation)
 | 
			
		||||
			    return;
 | 
			
		||||
        }
 | 
			
		||||
        anchorVelocity += addition;
 | 
			
		||||
        //find the difference and add it to the velocity;
 | 
			
		||||
 | 
			
		||||
        //Vector3 lastPos = anchor;
 | 
			
		||||
        //anchor += anchorVelocity * Time.deltaTime;
 | 
			
		||||
        //anchor = (anchor - cPos).normalized * anchorLength;
 | 
			
		||||
        //add the direction as velocity;
 | 
			
		||||
        //anchorVelocity += (b - lastPos);
 | 
			
		||||
        Matrix4x4 localToWorld = transform.localToWorldMatrix;
 | 
			
		||||
        minMaxBounds.x = minMaxBounds.y = (transform.TransformPoint(verts[0])).y;
 | 
			
		||||
        for (int i = 0; i < verts.Length; ++i)
 | 
			
		||||
        {
 | 
			
		||||
            Vector3 wPos = localToWorld.MultiplyPoint(verts[i]);
 | 
			
		||||
            //Vector3 wPos = transform.TransformPoint(verts[i]);
 | 
			
		||||
            if (wPos.y > minMaxBounds.y)
 | 
			
		||||
            {
 | 
			
		||||
                minMaxBounds.y = wPos.y;
 | 
			
		||||
            }
 | 
			
		||||
            if (wPos.y < minMaxBounds.x)
 | 
			
		||||
            {
 | 
			
		||||
                minMaxBounds.x = wPos.y;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        minMaxBounds.y -= cPos.y;
 | 
			
		||||
        minMaxBounds.x -= cPos.y;
 | 
			
		||||
        //minMaxBounds.x += cPos.y;
 | 
			
		||||
        //minMaxBounds.y += cPos.y;
 | 
			
		||||
        finalLevel = Mathf.Lerp(minMaxBounds.x, minMaxBounds.y, level);
 | 
			
		||||
        if(level <= Single.Epsilon * 10)
 | 
			
		||||
        {
 | 
			
		||||
            //dont render (turn off renderer)
 | 
			
		||||
            anchor = Vector3.down * nLength + cPos;
 | 
			
		||||
        }
 | 
			
		||||
		finalPoint = (cPos - (anchor - cPos).normalized * finalLevel);
 | 
			
		||||
			
 | 
			
		||||
        for (int i = 0; i < mats.Length; ++i)
 | 
			
		||||
        {
 | 
			
		||||
			mats[i].SetFloat(shader_Key_localHeight, Mathf.Lerp(minMaxBounds.x - Single.Epsilon * 10, minMaxBounds.y + Single.Epsilon * 10, level));
 | 
			
		||||
			mats[i].SetVector(shader_Key_anchor, transform.InverseTransformPoint(anchor));
 | 
			
		||||
			mats[i].SetVector(shader_Key_point, transform.InverseTransformPoint(cPos - (anchor - cPos).normalized * finalLevel));
 | 
			
		||||
			mats[i].SetFloat(shader_Key_level, level - Single.Epsilon);//to make sure its not rendered accidentally by rotations
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        //lets update the size of the plane (for texture projection);
 | 
			
		||||
	   // Vector3 anchorD = cPos - transform.TransformDirection(Vector3.up) * anchorLength;
 | 
			
		||||
		finalAnchor = anchor;
 | 
			
		||||
        CalculateSquare(anchor);
 | 
			
		||||
        //lets find the delta y rotation; (global);
 | 
			
		||||
        //Quaternion rot = Quaternion.RotateTowards(previous, transform.rotation, 360);
 | 
			
		||||
        //make two quaternions static on the xz plane (only rotation about the y)
 | 
			
		||||
        Quaternion q1 = Quaternion.LookRotation(previous * Vector3.right, Vector3.up);
 | 
			
		||||
        //to find the obtuse angle
 | 
			
		||||
        Vector3 vqf = q1 * Vector3.right;
 | 
			
		||||
        //returns the acute angle, very cute indeed.
 | 
			
		||||
        Quaternion q2 = Quaternion.LookRotation(transform.rotation * Vector3.right, Vector3.up);
 | 
			
		||||
        float angle = Quaternion.Angle(q1, q2) * ((Vector3.Dot(vqf,q2 * Vector3.forward) < 0) ? -1 : 1);
 | 
			
		||||
        float ydelta = angle;
 | 
			
		||||
        //to correct weird rotations (from cross product potentially). (approximation errors)
 | 
			
		||||
        if(Mathf.Abs(ydelta) > 0.05f)
 | 
			
		||||
        totalRotation += ydelta;
 | 
			
		||||
        if(totalRotation > 360)
 | 
			
		||||
        {
 | 
			
		||||
            totalRotation -= 360;
 | 
			
		||||
        }
 | 
			
		||||
        else if(totalRotation < 0)
 | 
			
		||||
        {
 | 
			
		||||
            totalRotation += 360;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (ExposedLiquidT != null)
 | 
			
		||||
        {
 | 
			
		||||
            ExposedLiquidT.position = cPos - (anchor - cPos).normalized * finalLevel;
 | 
			
		||||
            ExposedLiquidT.localScale = Vector3.one *texCurveSize.Evaluate(Mathf.Clamp01(level)) * transform.lossyScale.magnitude * 0.001f * TextureSize * TextureSizeScalar;
 | 
			
		||||
            ExposedLiquidT.up = (finalPoint - finalAnchor).normalized;
 | 
			
		||||
            
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        prevTransformedPoint = transformedPoint;
 | 
			
		||||
        previous = transform.rotation;
 | 
			
		||||
        //finally, lets set the plane.
 | 
			
		||||
 | 
			
		||||
        Vector4 sTopLeft = transform.InverseTransformPoint(TopLeft);
 | 
			
		||||
        Vector4 sTopRight = transform.InverseTransformPoint((TopRight));
 | 
			
		||||
        Vector4 sBotLeft = transform.InverseTransformPoint((BottomLeft));
 | 
			
		||||
        Vector4 sBotRight = transform.InverseTransformPoint((BottomRight));
 | 
			
		||||
        Vector4 sCenter = transform.InverseTransformPoint(cPos - (anchor - cPos).normalized * finalLevel);
 | 
			
		||||
        for (int i = 0; i < mats.Length; ++i)
 | 
			
		||||
        {
 | 
			
		||||
			if (!shaderNames[i].Contains ("_Texture"))
 | 
			
		||||
				continue;
 | 
			
		||||
			mats[i].SetVector("_TL", sTopLeft);
 | 
			
		||||
			mats[i].SetVector("_TR", sTopRight);
 | 
			
		||||
			mats[i].SetVector("_BL", sBotLeft);
 | 
			
		||||
			mats[i].SetVector("_BR", sBotRight);
 | 
			
		||||
			mats[i].SetVector("_CENTER", sCenter);
 | 
			
		||||
        }
 | 
			
		||||
        prvLevel = level;
 | 
			
		||||
        prevQ = transform.rotation;
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: eaa316a3d12ddaa4e83caf66ca7e9804
 | 
			
		||||
timeCreated: 1490790906
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,358 @@
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
public class MeshLiquidEmission : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    // Use this for initialization
 | 
			
		||||
    [System.Serializable]
 | 
			
		||||
    private class BVertex
 | 
			
		||||
    {
 | 
			
		||||
        public Vector3 p;
 | 
			
		||||
        public Vector3 n;
 | 
			
		||||
        public bool b;
 | 
			
		||||
    }
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    private MeshFilter r;
 | 
			
		||||
    
 | 
			
		||||
	public LiquidVolumeAnimator LVA;
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    int[] calculatedTriangles;
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    BVertex[] calculatedVerts;
 | 
			
		||||
    public ParticleSystem system;
 | 
			
		||||
    float particlesToEmit = 0;
 | 
			
		||||
    public float emissionSpeed = 0.0f;
 | 
			
		||||
	private Mesh m;
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    int[] tris;
 | 
			
		||||
    [HideInInspector]
 | 
			
		||||
    [SerializeField]
 | 
			
		||||
    Vector3[] verts, norms;
 | 
			
		||||
    public bool debug = false;
 | 
			
		||||
    public float debugScale = 1.0f;
 | 
			
		||||
    public bool CullNullNormals = false;
 | 
			
		||||
    public Rigidbody Cork;
 | 
			
		||||
    public float volumeOfParticles = 70.0f;
 | 
			
		||||
    public bool emitting = true;
 | 
			
		||||
    public BottleSmash bottleSmash;
 | 
			
		||||
    public float angleSpeedScalar = 1.0f;
 | 
			
		||||
    int CVOB = 0;
 | 
			
		||||
    void Start () {
 | 
			
		||||
        r = GetComponent<MeshFilter>();
 | 
			
		||||
		m = r.mesh;
 | 
			
		||||
        calculatedVerts = new BVertex[m.vertexCount * 6];
 | 
			
		||||
 | 
			
		||||
        for(int i = 0; i < calculatedVerts.Length; ++i)
 | 
			
		||||
        {
 | 
			
		||||
            calculatedVerts[i] = new BVertex();
 | 
			
		||||
        }
 | 
			
		||||
        verts = m.vertices;
 | 
			
		||||
        tris = m.triangles;
 | 
			
		||||
        norms = m.normals;
 | 
			
		||||
    }
 | 
			
		||||
    bool LinePlaneIntersection(Vector3 p0, Vector3 p1, Vector3 planePoint, Vector3 planeNormal, out Vector3 coordinate)
 | 
			
		||||
    {
 | 
			
		||||
        Vector3 line = p1 - p0;
 | 
			
		||||
        coordinate = Vector3.zero;
 | 
			
		||||
        float d = Vector3.Dot(planeNormal.normalized, line);
 | 
			
		||||
        if(Mathf.Abs(d) > float.Epsilon)
 | 
			
		||||
        {
 | 
			
		||||
            Vector3 w = p0 - planePoint;
 | 
			
		||||
            float fac = (Vector3.Dot(planeNormal.normalized, w) * -1) / d;
 | 
			
		||||
            line = line * fac;
 | 
			
		||||
            coordinate = p0 + line;
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            
 | 
			
		||||
            return false;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
	void OnDrawGizmos()
 | 
			
		||||
	{
 | 
			
		||||
        if (!debug)
 | 
			
		||||
            return;
 | 
			
		||||
        if(calculatedVerts != null)
 | 
			
		||||
        {
 | 
			
		||||
            for(int i =0; i < calculatedVerts.Length; ++i)
 | 
			
		||||
            {
 | 
			
		||||
                if (!calculatedVerts[i].b)
 | 
			
		||||
                    break;
 | 
			
		||||
                Gizmos.DrawSphere(transform.TransformPoint(calculatedVerts[i].p), 0.01f * transform.lossyScale.magnitude * debugScale);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
	// Update is called once per frame
 | 
			
		||||
    void SetDual(int under1, int under2, int above, ref Vector3 dir, ref Vector3 lpos, ref int currentVOB, ref Vector3 tmpV)
 | 
			
		||||
    {
 | 
			
		||||
        
 | 
			
		||||
        calculatedVerts[currentVOB].p = verts[under1];
 | 
			
		||||
        calculatedVerts[currentVOB].n = norms[under1];
 | 
			
		||||
        calculatedVerts[currentVOB].b = true;
 | 
			
		||||
 | 
			
		||||
        LinePlaneIntersection(verts[under1], verts[above], lpos, (dir * -1), out tmpV);
 | 
			
		||||
        calculatedVerts[currentVOB + 1].p = tmpV;
 | 
			
		||||
        calculatedVerts[currentVOB + 1].n = Vector3.Lerp(norms[under1], norms[above], (tmpV - verts[under1]).magnitude / (verts[under1] - verts[above]).magnitude);
 | 
			
		||||
        calculatedVerts[currentVOB + 1].b = true;
 | 
			
		||||
 | 
			
		||||
        calculatedVerts[currentVOB + 2].p = verts[under2];
 | 
			
		||||
        calculatedVerts[currentVOB + 2].n = norms[under2];
 | 
			
		||||
        calculatedVerts[currentVOB + 2].b = true;
 | 
			
		||||
 | 
			
		||||
        calculatedVerts[currentVOB + 3].p = verts[under2];
 | 
			
		||||
        calculatedVerts[currentVOB + 3].n = norms[under2];
 | 
			
		||||
        calculatedVerts[currentVOB + 3].b = true;
 | 
			
		||||
 | 
			
		||||
        calculatedVerts[currentVOB + 4].p = tmpV;
 | 
			
		||||
        calculatedVerts[currentVOB + 4].n = calculatedVerts[currentVOB + 1].n;
 | 
			
		||||
        calculatedVerts[currentVOB + 4].b = true;
 | 
			
		||||
 | 
			
		||||
        LinePlaneIntersection(verts[under2], verts[above], lpos, (dir * -1), out tmpV);
 | 
			
		||||
        calculatedVerts[currentVOB + 5].p = tmpV;
 | 
			
		||||
        calculatedVerts[currentVOB + 5].n = Vector3.Lerp(norms[under2], norms[above], (tmpV - verts[under2]).magnitude / (verts[under2] - verts[above]).magnitude);
 | 
			
		||||
        calculatedVerts[currentVOB + 5].b = true;
 | 
			
		||||
    }
 | 
			
		||||
    void SetDualInverted(int under1, int above1, int above2, ref Vector3 dir, ref Vector3 lpos, ref int currentVOB, ref Vector3 tmpV)
 | 
			
		||||
    {
 | 
			
		||||
 | 
			
		||||
        calculatedVerts[currentVOB].p = verts[under1];
 | 
			
		||||
        calculatedVerts[currentVOB].n = norms[under1];
 | 
			
		||||
        calculatedVerts[currentVOB].b = true;
 | 
			
		||||
 | 
			
		||||
        LinePlaneIntersection(verts[under1], verts[above1], lpos, (dir * -1), out tmpV);
 | 
			
		||||
        calculatedVerts[currentVOB + 1].p = tmpV;
 | 
			
		||||
        calculatedVerts[currentVOB + 1].n = Vector3.Lerp(norms[under1], norms[above1], (tmpV - verts[under1]).magnitude / (verts[under1] - verts[above1]).magnitude);
 | 
			
		||||
        calculatedVerts[currentVOB + 1].b = true;
 | 
			
		||||
 | 
			
		||||
        LinePlaneIntersection(verts[under1], verts[above2], lpos, (dir * -1), out tmpV);
 | 
			
		||||
        calculatedVerts[currentVOB + 2].p = tmpV;
 | 
			
		||||
        calculatedVerts[currentVOB + 2].n = Vector3.Lerp(norms[under1], norms[above2], (tmpV - verts[under1]).magnitude / (verts[under1] - verts[above2]).magnitude);
 | 
			
		||||
        calculatedVerts[currentVOB + 2].b = true;
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
    void CalculateTrianglesToEmitFrom(int[] tris, Vector3[] verts)
 | 
			
		||||
    {
 | 
			
		||||
        Vector3 dir = (LVA.finalAnchor - LVA.finalPoint).normalized;
 | 
			
		||||
        Vector3 lpos = transform.InverseTransformPoint(LVA.finalPoint);
 | 
			
		||||
        dir = transform.InverseTransformDirection(dir).normalized;
 | 
			
		||||
        int currentVOB = 0;
 | 
			
		||||
        Vector3 tmpV = Vector3.zero;
 | 
			
		||||
        //for every triangle, check if ANY vertex is below the level.   
 | 
			
		||||
        for (int i = 2; i < tris.Length; i+=3)
 | 
			
		||||
        {
 | 
			
		||||
            int v1i = tris[i - 2], v2i = tris[i - 1], v3i = tris[i];
 | 
			
		||||
            Vector3 v1 = verts[v1i], v2 = verts[v2i], v3 = verts[v3i];
 | 
			
		||||
            
 | 
			
		||||
            Vector3 v1d = v1 - lpos;
 | 
			
		||||
            bool v1b = Vector3.Dot(dir, v1d) >= 0;
 | 
			
		||||
            Vector3 v2d = v2 - lpos;
 | 
			
		||||
            bool v2b = Vector3.Dot(dir, v2d) >= 0;
 | 
			
		||||
            Vector3 v3d = v3 - lpos;
 | 
			
		||||
            bool v3b = Vector3.Dot(dir, v3d) >= 0;
 | 
			
		||||
            //all are under
 | 
			
		||||
            if(v3b && v2b && v1b)
 | 
			
		||||
            {
 | 
			
		||||
                //add ALL vertices to buffer
 | 
			
		||||
                calculatedVerts[currentVOB].p = v1;
 | 
			
		||||
                calculatedVerts[currentVOB].n = norms[v1i];
 | 
			
		||||
                calculatedVerts[currentVOB].b = true;
 | 
			
		||||
                calculatedVerts[currentVOB+1].p = v2;
 | 
			
		||||
                calculatedVerts[currentVOB+1].n = norms[v2i];
 | 
			
		||||
                calculatedVerts[currentVOB+1].b = true;
 | 
			
		||||
                calculatedVerts[currentVOB+2].p = v3;
 | 
			
		||||
                calculatedVerts[currentVOB+2].n = norms[v2i];
 | 
			
		||||
                calculatedVerts[currentVOB+2].b = true;
 | 
			
		||||
                currentVOB += 3;
 | 
			
		||||
                continue;
 | 
			
		||||
 | 
			
		||||
            }
 | 
			
		||||
            else if(!(v3b || v2b || v1b))
 | 
			
		||||
            {
 | 
			
		||||
                //none are in, do nothing
 | 
			
		||||
                continue;
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                //one or TWO of them out of 3 are under;
 | 
			
		||||
                bool found = false;
 | 
			
		||||
                if(v1b && v2b)
 | 
			
		||||
                {
 | 
			
		||||
 | 
			
		||||
                    //subdivide face with projected vertices
 | 
			
		||||
                    SetDual(v1i, v2i, v3i, ref dir, ref lpos, ref currentVOB, ref tmpV);
 | 
			
		||||
                    currentVOB += 6;
 | 
			
		||||
                    found = true;
 | 
			
		||||
                }
 | 
			
		||||
                if (v1b && v3b)
 | 
			
		||||
                {
 | 
			
		||||
                    SetDual(v1i, v3i, v2i, ref dir, ref lpos, ref currentVOB, ref tmpV);
 | 
			
		||||
                    currentVOB += 6;
 | 
			
		||||
                    found = true;
 | 
			
		||||
                }
 | 
			
		||||
                if (v2b && v3b)
 | 
			
		||||
                {
 | 
			
		||||
                    SetDual(v3i, v2i, v1i, ref dir, ref lpos, ref currentVOB, ref tmpV);
 | 
			
		||||
                    currentVOB += 6;
 | 
			
		||||
                    found = true;
 | 
			
		||||
                }
 | 
			
		||||
                if(found)
 | 
			
		||||
                {
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
                if(v1b)
 | 
			
		||||
                {
 | 
			
		||||
                    SetDualInverted(v1i, v2i, v3i, ref dir, ref lpos, ref currentVOB, ref tmpV);
 | 
			
		||||
                    currentVOB += 3;
 | 
			
		||||
                    
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
                if (v2b)
 | 
			
		||||
                {
 | 
			
		||||
                    SetDualInverted(v2i, v1i, v3i, ref dir, ref lpos, ref currentVOB, ref tmpV);
 | 
			
		||||
                    currentVOB += 3;
 | 
			
		||||
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
                if (v3b)
 | 
			
		||||
                {
 | 
			
		||||
                    SetDualInverted(v3i, v2i, v1i, ref dir, ref lpos, ref currentVOB, ref tmpV);
 | 
			
		||||
                    currentVOB += 3;
 | 
			
		||||
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
                continue;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
        }
 | 
			
		||||
        if(currentVOB < calculatedVerts.Length)
 | 
			
		||||
        {
 | 
			
		||||
            calculatedVerts[currentVOB].b = false;
 | 
			
		||||
        }
 | 
			
		||||
        CVOB = currentVOB;
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
    float GetPS_StartSpeed()
 | 
			
		||||
    {
 | 
			
		||||
        switch (system.main.startSpeed.mode)
 | 
			
		||||
        {
 | 
			
		||||
            case ParticleSystemCurveMode.TwoConstants:
 | 
			
		||||
                return UnityEngine.Random.Range(system.main.startSpeed.constantMin, system.main.startSpeed.constantMax);
 | 
			
		||||
            case ParticleSystemCurveMode.Constant:
 | 
			
		||||
                return system.main.startSpeed.constant;
 | 
			
		||||
            case ParticleSystemCurveMode.Curve:
 | 
			
		||||
                return system.main.startSpeed.Evaluate(UnityEngine.Random.value);
 | 
			
		||||
            case ParticleSystemCurveMode.TwoCurves:
 | 
			
		||||
                return system.main.startSpeed.Evaluate(UnityEngine.Random.value);
 | 
			
		||||
 | 
			
		||||
            default:
 | 
			
		||||
                return 0.0f;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    bool EmitFromSubmesh()
 | 
			
		||||
    {
 | 
			
		||||
        //randomly select ONE triangle;
 | 
			
		||||
        // div by 3
 | 
			
		||||
 | 
			
		||||
        int index = UnityEngine.Random.Range(0,(CVOB / 3)-1);
 | 
			
		||||
        //multiply out to corresponding id;
 | 
			
		||||
        index *= 3;
 | 
			
		||||
        //find the position to emit from;
 | 
			
		||||
        //pick vert1, lerp to v2 randomly, then v3 randomly.
 | 
			
		||||
        float r1 = UnityEngine.Random.value;
 | 
			
		||||
        float r2 = UnityEngine.Random.value;
 | 
			
		||||
        Vector3 pos = Vector3.Lerp(calculatedVerts[index].p, calculatedVerts[index + 1].p, r1);
 | 
			
		||||
        Vector3 nrm = Vector3.Lerp(calculatedVerts[index].n, calculatedVerts[index + 1].n, r1).normalized;
 | 
			
		||||
        pos = Vector3.Lerp(pos, calculatedVerts[index + 2].p, r2);
 | 
			
		||||
        nrm = Vector3.Lerp(nrm, calculatedVerts[index + 2].n, r2).normalized;
 | 
			
		||||
        //ParticleSystem.Particle p = new ParticleSystem.Particle();
 | 
			
		||||
        //p.position = pos;
 | 
			
		||||
        //p.angularVelocity3D = 
 | 
			
		||||
        ParticleSystem.EmitParams param = new ParticleSystem.EmitParams();
 | 
			
		||||
        float pouringAngle = 1;
 | 
			
		||||
 | 
			
		||||
        if (bottleSmash != null)
 | 
			
		||||
        {
 | 
			
		||||
            Vector3 wNrm = transform.TransformDirection(nrm).normalized;
 | 
			
		||||
            pouringAngle = ((1.0f + Vector3.Dot((LVA.finalAnchor - LVA.finalPoint).normalized, wNrm))/2.0f);
 | 
			
		||||
            param.velocity = wNrm * GetPS_StartSpeed() * pouringAngle * angleSpeedScalar;
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            param.velocity = transform.TransformDirection(nrm).normalized * GetPS_StartSpeed();
 | 
			
		||||
        }
 | 
			
		||||
        
 | 
			
		||||
        param.position = transform.TransformPoint(pos);
 | 
			
		||||
        if (param.velocity == Vector3.zero && CullNullNormals)
 | 
			
		||||
            return false;
 | 
			
		||||
 | 
			
		||||
        particlesToEmit -= 1;
 | 
			
		||||
 | 
			
		||||
        //adjust level
 | 
			
		||||
        if (Cork != null)
 | 
			
		||||
        {
 | 
			
		||||
            if (Cork.isKinematic && volumeOfParticles > 0)
 | 
			
		||||
            {
 | 
			
		||||
                //
 | 
			
		||||
                LVA.level = Mathf.Clamp01((volumeOfParticles * LVA.level - 1) / volumeOfParticles);
 | 
			
		||||
                
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else if(volumeOfParticles > 0)
 | 
			
		||||
        {
 | 
			
		||||
            LVA.level = Mathf.Clamp01((volumeOfParticles * LVA.level - 1) / volumeOfParticles);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        system.Emit(param, 1);
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
	void Update () {
 | 
			
		||||
 | 
			
		||||
        if (!emitting || Cork != null)
 | 
			
		||||
            return;
 | 
			
		||||
        if (LVA.level <= 0)
 | 
			
		||||
            return;
 | 
			
		||||
        CalculateTrianglesToEmitFrom(tris, verts);
 | 
			
		||||
        //triangles are in order
 | 
			
		||||
        particlesToEmit += emissionSpeed * Time.deltaTime;
 | 
			
		||||
        if(calculatedVerts.Length == 0)
 | 
			
		||||
        {
 | 
			
		||||
            particlesToEmit = 0;
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            if(calculatedVerts[0].b == false)
 | 
			
		||||
                particlesToEmit = 0;
 | 
			
		||||
        }
 | 
			
		||||
        int maxFailInASeq = 10;
 | 
			
		||||
        int seq = maxFailInASeq;
 | 
			
		||||
        while(particlesToEmit > 0 && (GetPS_StartSpeed() > 0 || !CullNullNormals))
 | 
			
		||||
        {
 | 
			
		||||
            if (EmitFromSubmesh())
 | 
			
		||||
            {
 | 
			
		||||
                seq = maxFailInASeq;
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                seq -= 1;
 | 
			
		||||
            }
 | 
			
		||||
            if (seq <= 0)
 | 
			
		||||
            {
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,13 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 23f1469ed98ee1c4a95001a5905576fb
 | 
			
		||||
timeCreated: 1514976424
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
@ -0,0 +1,8 @@
 | 
			
		||||
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 | 
			
		||||
guid: 812c09618a5f00248947f77f1f89fd55
 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,13 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class ConveyImpacts : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    public GhostPhysics _physics;
 | 
			
		||||
 | 
			
		||||
    void OnCollisionEnter(Collision collision)
 | 
			
		||||
    {
 | 
			
		||||
        _physics.SendCollision(collision);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,13 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 7b36b887c8b0e7b44be11b2c95dd6f42
 | 
			
		||||
timeCreated: 1532345246
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,71 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class GhostPhysics : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    // Use this for initialization
 | 
			
		||||
    private BottleSmash _smash;
 | 
			
		||||
    private Transform _ghost;
 | 
			
		||||
 | 
			
		||||
    public GameObject _ghostObject;
 | 
			
		||||
    public bool _redirectSelection = false;
 | 
			
		||||
 | 
			
		||||
    [Header("Reference")]
 | 
			
		||||
    public Transform _externalTransform;
 | 
			
		||||
 | 
			
		||||
	void Start () {
 | 
			
		||||
        _smash = GetComponent<BottleSmash>();
 | 
			
		||||
        _ghost = Instantiate(_ghostObject).transform;
 | 
			
		||||
        _ghost.position = transform.position;
 | 
			
		||||
        _ghost.rotation = transform.rotation;
 | 
			
		||||
        _ghost.localScale = _smash.Glass.transform.localScale;
 | 
			
		||||
        _externalTransform = _ghost;
 | 
			
		||||
        MeshCollider mc = _ghost.gameObject.GetComponent<MeshCollider>();
 | 
			
		||||
        mc.sharedMesh = _smash.Glass.GetComponent<MeshFilter>().sharedMesh;
 | 
			
		||||
 | 
			
		||||
        _ghost.GetComponent<ConveyImpacts>()._physics = this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
    private void OnDestroy()
 | 
			
		||||
    {
 | 
			
		||||
        if (_ghost != null)
 | 
			
		||||
        {
 | 
			
		||||
            Destroy(_ghost.gameObject);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void SendCollision(Collision col)
 | 
			
		||||
    {
 | 
			
		||||
        if (_smash != null)
 | 
			
		||||
        {
 | 
			
		||||
            _smash.AttemptCollision(col);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public Transform GetController()
 | 
			
		||||
    {
 | 
			
		||||
 | 
			
		||||
        return _ghost;
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Update is called once per frame
 | 
			
		||||
    void Update () {
 | 
			
		||||
		if(_ghost != null)
 | 
			
		||||
        {
 | 
			
		||||
            transform.position = _ghost.position;
 | 
			
		||||
            transform.rotation = _ghost.rotation;
 | 
			
		||||
        }
 | 
			
		||||
#if UNITY_EDITOR
 | 
			
		||||
        if(_redirectSelection)
 | 
			
		||||
        {
 | 
			
		||||
            if(UnityEditor.Selection.activeTransform == this.transform)
 | 
			
		||||
            {
 | 
			
		||||
                UnityEditor.Selection.activeTransform = _ghost;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
#endif
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,13 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 1fe6f8fb1a6321d45b7b7991928c4ef2
 | 
			
		||||
timeCreated: 1532341479
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,69 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class PickUpPotion : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
    private GameObject Obj;
 | 
			
		||||
    private Rigidbody rObj;
 | 
			
		||||
    private float dist;
 | 
			
		||||
	float d;
 | 
			
		||||
	public float offsetValue = 1;
 | 
			
		||||
	private Vector2 beginDist;
 | 
			
		||||
	void Start () {
 | 
			
		||||
		
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	// Update is called once per frame
 | 
			
		||||
	void Update () {
 | 
			
		||||
 | 
			
		||||
        Ray r = Camera.main.ScreenPointToRay(Input.mousePosition);
 | 
			
		||||
        if (Input.GetMouseButtonDown(0) && Obj == null)
 | 
			
		||||
        {
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
            RaycastHit hitInfo = new RaycastHit();
 | 
			
		||||
            
 | 
			
		||||
            bool hit = Physics.Raycast(r, out hitInfo);
 | 
			
		||||
            if (hit)
 | 
			
		||||
            {
 | 
			
		||||
                //Debug.Log("Hit " + hitInfo.transform.gameObject.name);
 | 
			
		||||
                if (hitInfo.transform.gameObject.tag == "Potion")
 | 
			
		||||
                {
 | 
			
		||||
                    dist = hitInfo.distance;
 | 
			
		||||
					beginDist = Input.mousePosition;
 | 
			
		||||
                    Obj = hitInfo.transform.gameObject;
 | 
			
		||||
                    rObj = Obj.GetComponent<Rigidbody>();
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else if(Obj !=null && Input.GetMouseButtonDown(0))
 | 
			
		||||
        {
 | 
			
		||||
            rObj.isKinematic = false;
 | 
			
		||||
            rObj.useGravity = true;
 | 
			
		||||
            rObj = null;
 | 
			
		||||
            Obj = null;
 | 
			
		||||
        }
 | 
			
		||||
        if(Obj != null)
 | 
			
		||||
        {
 | 
			
		||||
			Vector2 d1 = (beginDist - (Vector2)Input.mousePosition);
 | 
			
		||||
			d1 = new Vector2 (d1.x / (beginDist.x / 2), d1.y / (beginDist.y / 2));
 | 
			
		||||
			d = d1.magnitude;
 | 
			
		||||
			Obj.transform.position = r.origin + r.direction.normalized * dist + (r.direction.normalized * (d) * -1 * offsetValue);  
 | 
			
		||||
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
            
 | 
			
		||||
 | 
			
		||||
		
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
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 | 
			
		||||
guid: 781a203698e6c8a4f93445cb25c35090
 | 
			
		||||
timeCreated: 1510145323
 | 
			
		||||
licenseType: Store
 | 
			
		||||
MonoImporter:
 | 
			
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@ -0,0 +1,73 @@
 | 
			
		||||
using System.Collections;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class PourLiquid : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
	// Use this for initialization
 | 
			
		||||
    //how quickly it takes to empty
 | 
			
		||||
    public float rateOfFlow = 1.0f;
 | 
			
		||||
    //such b....stuff
 | 
			
		||||
    public BottleSmash smashScript;
 | 
			
		||||
    public LiquidVolumeAnimator liquid;
 | 
			
		||||
    public Transform controllingTransform;
 | 
			
		||||
    public ParticleSystem pouringParticleSystem;
 | 
			
		||||
    //how many particles it takes to empty
 | 
			
		||||
    public float volumeOfParticles = 70.0f;
 | 
			
		||||
    private Rigidbody corkRB;
 | 
			
		||||
	void Start () {
 | 
			
		||||
        if (smashScript != null)
 | 
			
		||||
        {
 | 
			
		||||
            if (smashScript.Cork != null)
 | 
			
		||||
            {
 | 
			
		||||
                corkRB = smashScript.Cork.GetComponent<Rigidbody>();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	// Update is called once per frame
 | 
			
		||||
	void Update () {
 | 
			
		||||
        if(corkRB != null)
 | 
			
		||||
        {
 | 
			
		||||
            if (corkRB.isKinematic)
 | 
			
		||||
                return;
 | 
			
		||||
            else if (!corkRB.gameObject.activeInHierarchy)
 | 
			
		||||
                return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        float d = Vector3.Dot(controllingTransform.up, (liquid.finalPoint  - liquid.finalAnchor).normalized);
 | 
			
		||||
        float d2 = (d + 1.0f) / 2;
 | 
			
		||||
        float particleVal = 0.0f;
 | 
			
		||||
        if(d2 < liquid.level)
 | 
			
		||||
        {
 | 
			
		||||
            particleVal = (liquid.level - d2) * rateOfFlow;
 | 
			
		||||
            liquid.level = Mathf.Lerp(liquid.level, d2, Time.deltaTime * rateOfFlow);
 | 
			
		||||
        }
 | 
			
		||||
        if(d <= 0.0f)
 | 
			
		||||
        {
 | 
			
		||||
            if(liquid.level > float.Epsilon)
 | 
			
		||||
                particleVal = liquid.level;
 | 
			
		||||
            liquid.level = Mathf.Lerp(liquid.level, 0, Time.deltaTime * rateOfFlow);
 | 
			
		||||
        }
 | 
			
		||||
        if(pouringParticleSystem != null)
 | 
			
		||||
        {
 | 
			
		||||
            ParticleSystem.MinMaxCurve emi = pouringParticleSystem.emission.rateOverTime;
 | 
			
		||||
            emi.constant = volumeOfParticles * particleVal;
 | 
			
		||||
            ParticleSystem.EmissionModule emod = pouringParticleSystem.emission;
 | 
			
		||||
            emod.rateOverTime = emi;
 | 
			
		||||
            //pouringParticleSystem.emission = emod;
 | 
			
		||||
            if(particleVal > 0)
 | 
			
		||||
            {
 | 
			
		||||
                if(!pouringParticleSystem.isEmitting)
 | 
			
		||||
                {
 | 
			
		||||
                    pouringParticleSystem.Play();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                pouringParticleSystem.Stop(false, ParticleSystemStopBehavior.StopEmitting);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
		
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,12 @@
 | 
			
		||||
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 | 
			
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 | 
			
		||||
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										8
									
								
								Viagg-io/Assets/2Ginge/LiquidSimulation/Shaders.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Viagg-io/Assets/2Ginge/LiquidSimulation/Shaders.meta
									
									
									
									
									
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 | 
			
		||||
@ -0,0 +1,95 @@
 | 
			
		||||
Shader "2Ginge/Potion/Glass_Potion_URP" {
 | 
			
		||||
    Properties {
 | 
			
		||||
        _Color ("Color", Color) = (0.5, 0.5, 0.5, 1)
 | 
			
		||||
        _Fres_Exp ("Fresnel Exp", Float ) = 0
 | 
			
		||||
        _metallic ("Metallic", Range(0, 1)) = 0
 | 
			
		||||
        _Gloss ("Gloss", Range(0, 1)) = 0
 | 
			
		||||
        _Texture ("Texture", 2D) = "white" {}
 | 
			
		||||
        _Normal ("Normal", 2D) = "bump" {}
 | 
			
		||||
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
 | 
			
		||||
    }
 | 
			
		||||
    SubShader {
 | 
			
		||||
        Tags {
 | 
			
		||||
            "RenderType"="Transparent"
 | 
			
		||||
            "Queue"="Transparent"
 | 
			
		||||
        }
 | 
			
		||||
        Pass {
 | 
			
		||||
            Name "FORWARD"
 | 
			
		||||
            Tags { "LightMode"="UniversalForward" }
 | 
			
		||||
            Blend SrcAlpha OneMinusSrcAlpha
 | 
			
		||||
            ZWrite Off
 | 
			
		||||
 | 
			
		||||
            HLSLPROGRAM
 | 
			
		||||
            #pragma vertex vert
 | 
			
		||||
            #pragma fragment frag
 | 
			
		||||
            #pragma multi_compile_fragment _ _MAIN_LIGHT_SHADOWS _ADDITIONAL_LIGHTS
 | 
			
		||||
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
 | 
			
		||||
            #pragma multi_compile_fragment _ _LIGHT_LAYERS
 | 
			
		||||
            #pragma multi_compile_fog
 | 
			
		||||
 | 
			
		||||
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 | 
			
		||||
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 | 
			
		||||
 | 
			
		||||
            struct Attributes {
 | 
			
		||||
                float4 positionOS : POSITION;
 | 
			
		||||
                float3 normalOS : NORMAL;
 | 
			
		||||
                float4 tangentOS : TANGENT;
 | 
			
		||||
                float2 uv : TEXCOORD0;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            struct Varyings {
 | 
			
		||||
                float4 positionCS : SV_POSITION;
 | 
			
		||||
                float2 uv : TEXCOORD0;
 | 
			
		||||
                float3 normalWS : TEXCOORD1;
 | 
			
		||||
                float3 tangentWS : TEXCOORD2;
 | 
			
		||||
                float3 bitangentWS : TEXCOORD3;
 | 
			
		||||
                float3 viewDirWS : TEXCOORD4;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            CBUFFER_START(UnityPerMaterial)
 | 
			
		||||
            float4 _Color;
 | 
			
		||||
            float _Fres_Exp;
 | 
			
		||||
            float _metallic;
 | 
			
		||||
            float _Gloss;
 | 
			
		||||
            CBUFFER_END
 | 
			
		||||
 | 
			
		||||
            TEXTURE2D(_Texture); SAMPLER(sampler_Texture);
 | 
			
		||||
            TEXTURE2D(_Normal); SAMPLER(sampler_Normal);
 | 
			
		||||
 | 
			
		||||
            Varyings vert(Attributes IN) {
 | 
			
		||||
                Varyings OUT;
 | 
			
		||||
                VertexPositionInputs posInputs = GetVertexPositionInputs(IN.positionOS.xyz);
 | 
			
		||||
                VertexNormalInputs normalInputs = GetVertexNormalInputs(IN.normalOS, IN.tangentOS);
 | 
			
		||||
 | 
			
		||||
                OUT.positionCS = posInputs.positionCS;
 | 
			
		||||
                OUT.uv = IN.uv;
 | 
			
		||||
                OUT.normalWS = normalInputs.normalWS;
 | 
			
		||||
                OUT.tangentWS = normalInputs.tangentWS;
 | 
			
		||||
                OUT.bitangentWS = normalInputs.bitangentWS;
 | 
			
		||||
                OUT.viewDirWS = GetWorldSpaceViewDir(posInputs.positionWS);
 | 
			
		||||
 | 
			
		||||
                return OUT;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            half4 frag(Varyings IN) : SV_Target {
 | 
			
		||||
                float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_Normal, sampler_Normal, IN.uv));
 | 
			
		||||
                float3x3 TBN = float3x3(IN.tangentWS, IN.bitangentWS, IN.normalWS);
 | 
			
		||||
                float3 normalWS = normalize(mul(normalTS, TBN));
 | 
			
		||||
 | 
			
		||||
                float3 viewDir = normalize(IN.viewDirWS);
 | 
			
		||||
                float3 lightDir = normalize(GetMainLight().direction);
 | 
			
		||||
                float3 lightColor = GetMainLight().color;
 | 
			
		||||
 | 
			
		||||
                float fresnelEffect = pow(1.0 - dot(viewDir, normalWS), _Fres_Exp);
 | 
			
		||||
                float3 diffuse = lightColor * max(dot(normalWS, lightDir), 0.0);
 | 
			
		||||
                float3 specular = pow(max(dot(reflect(-lightDir, normalWS), viewDir), 0.0), _Gloss * 128) * _metallic;
 | 
			
		||||
 | 
			
		||||
                float4 baseColor = SAMPLE_TEXTURE2D(_Texture, sampler_Texture, IN.uv) * _Color;
 | 
			
		||||
                float3 finalColor = baseColor.rgb * diffuse + specular + fresnelEffect;
 | 
			
		||||
 | 
			
		||||
                return float4(finalColor, baseColor.a);
 | 
			
		||||
            }
 | 
			
		||||
            ENDHLSL
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 4e1e52cea6b0d16479364955a0f6be01
 | 
			
		||||
timeCreated: 1489460397
 | 
			
		||||
licenseType: Store
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,83 @@
 | 
			
		||||
Shader "2Ginge/Potion/URP_Glass"
 | 
			
		||||
{
 | 
			
		||||
    Properties
 | 
			
		||||
    {
 | 
			
		||||
        _MainTex ("Main Texture", 2D) = "white" {}
 | 
			
		||||
        _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,1)
 | 
			
		||||
        _FresnelTightness ("Fresnel Tightness", Float) = 0
 | 
			
		||||
        [HideInInspector]_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    SubShader
 | 
			
		||||
    {
 | 
			
		||||
        Tags { "Queue"="Transparent" "RenderPipeline"="UniversalRenderPipeline" "RenderType"="Transparent" }
 | 
			
		||||
        Blend SrcAlpha OneMinusSrcAlpha
 | 
			
		||||
        ZWrite Off
 | 
			
		||||
        Cull Back
 | 
			
		||||
        
 | 
			
		||||
        Pass
 | 
			
		||||
        {
 | 
			
		||||
            Name "ForwardLit"
 | 
			
		||||
            Tags { "LightMode"="UniversalForward" }
 | 
			
		||||
            
 | 
			
		||||
            HLSLPROGRAM
 | 
			
		||||
            #pragma vertex vert
 | 
			
		||||
            #pragma fragment frag
 | 
			
		||||
            
 | 
			
		||||
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 | 
			
		||||
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 | 
			
		||||
            
 | 
			
		||||
            struct Attributes
 | 
			
		||||
            {
 | 
			
		||||
                float4 positionOS   : POSITION;
 | 
			
		||||
                float3 normalOS     : NORMAL;
 | 
			
		||||
                float2 uv           : TEXCOORD0;
 | 
			
		||||
                float4 color        : COLOR;
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            struct Varyings
 | 
			
		||||
            {
 | 
			
		||||
                float4 positionHCS  : SV_POSITION;
 | 
			
		||||
                float2 uv           : TEXCOORD0;
 | 
			
		||||
                float3 normalWS     : TEXCOORD1;
 | 
			
		||||
                float3 viewDirWS    : TEXCOORD2;
 | 
			
		||||
                float4 color        : COLOR;
 | 
			
		||||
            };
 | 
			
		||||
            
 | 
			
		||||
            TEXTURE2D(_MainTex);
 | 
			
		||||
            SAMPLER(sampler_MainTex);
 | 
			
		||||
            
 | 
			
		||||
            CBUFFER_START(UnityPerMaterial)
 | 
			
		||||
                float4 _MainTex_ST;
 | 
			
		||||
                float4 _TintColor;
 | 
			
		||||
                float _FresnelTightness;
 | 
			
		||||
            CBUFFER_END
 | 
			
		||||
 | 
			
		||||
            Varyings vert(Attributes IN)
 | 
			
		||||
            {
 | 
			
		||||
                Varyings OUT;
 | 
			
		||||
                OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
 | 
			
		||||
                OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
 | 
			
		||||
                OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
 | 
			
		||||
                OUT.viewDirWS = GetWorldSpaceViewDir(TransformObjectToWorld(IN.positionOS.xyz));
 | 
			
		||||
                OUT.color = IN.color;
 | 
			
		||||
                return OUT;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            half4 frag(Varyings IN) : SV_Target
 | 
			
		||||
            {
 | 
			
		||||
                IN.normalWS = normalize(IN.normalWS);
 | 
			
		||||
                float3 viewDir = normalize(IN.viewDirWS);
 | 
			
		||||
                
 | 
			
		||||
                float4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
 | 
			
		||||
                float fresnel = pow(1.0 - saturate(dot(IN.normalWS, viewDir)), _FresnelTightness);
 | 
			
		||||
                
 | 
			
		||||
                float3 emissive = texColor.rgb * IN.color.rgb * _TintColor.rgb * 2.0;
 | 
			
		||||
                float alpha = (texColor.a * IN.color.a * _TintColor.a) + fresnel;
 | 
			
		||||
                
 | 
			
		||||
                return float4(emissive, alpha);
 | 
			
		||||
            }
 | 
			
		||||
            ENDHLSL
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,10 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: ebcafcb900359684f91d0384e9197877
 | 
			
		||||
timeCreated: 1511342574
 | 
			
		||||
licenseType: Store
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
@ -0,0 +1,185 @@
 | 
			
		||||
Shader "2Ginge/Potion/Legacy_Liquid_Potion"
 | 
			
		||||
{
 | 
			
		||||
	Properties
 | 
			
		||||
	{
 | 
			
		||||
		//_MainTex("Albedo (RGB)", 2D) = "white" {}
 | 
			
		||||
			[HDR]_SEmissionColor("Surface Emission Color", Color) = (1, 1, 1, 1)
 | 
			
		||||
			[HDR]_EmissionColor("Volume Emission Color", Color) = (1,1, 1, 1)
 | 
			
		||||
			_EmissionScalar("Emission Intensity", Float) = 1
 | 
			
		||||
			// for later implementation
 | 
			
		||||
			// _StencilMask ("Mask Layer", Range(0, 255)) = 1 
 | 
			
		||||
	}
 | 
			
		||||
	SubShader
 | 
			
		||||
		{
 | 
			
		||||
			Pass
 | 
			
		||||
			{
 | 
			
		||||
				Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+100" }
 | 
			
		||||
				LOD 200
 | 
			
		||||
				Cull Front
 | 
			
		||||
				// Stencil {
 | 
			
		||||
				// 	Ref 255
 | 
			
		||||
				// 	WriteMask [_StencilMask]
 | 
			
		||||
				// 	Comp always
 | 
			
		||||
				// 	Pass replace
 | 
			
		||||
				// }
 | 
			
		||||
				CGPROGRAM
 | 
			
		||||
 | 
			
		||||
#pragma vertex vert
 | 
			
		||||
#pragma fragment frag
 | 
			
		||||
				// make fog work
 | 
			
		||||
#pragma multi_compile_fog
 | 
			
		||||
 | 
			
		||||
#include "UnityCG.cginc"
 | 
			
		||||
#pragma target 2.0
 | 
			
		||||
				float _localHeight;
 | 
			
		||||
				float _EmissionScalar;
 | 
			
		||||
				float4 _SEmissionColor;
 | 
			
		||||
				//in local space;
 | 
			
		||||
				float4 _anchor;
 | 
			
		||||
				//in local space
 | 
			
		||||
				float4 _point;
 | 
			
		||||
				float _level;
 | 
			
		||||
				struct appdata
 | 
			
		||||
				{
 | 
			
		||||
					float4 vertex : POSITION;
 | 
			
		||||
					float2 uv : TEXCOORD0;
 | 
			
		||||
					float3 normal : NORMAL;
 | 
			
		||||
				};
 | 
			
		||||
 | 
			
		||||
				struct v2f
 | 
			
		||||
				{
 | 
			
		||||
					float2 uv : TEXCOORD0;
 | 
			
		||||
					UNITY_FOG_COORDS(1)
 | 
			
		||||
						float4 vertex : SV_POSITION;
 | 
			
		||||
					//float dif; // now stored in localPos.w;
 | 
			
		||||
					float4 localPos : TEXCOORD5;
 | 
			
		||||
					float4 screenPos : TEXCOORD2;
 | 
			
		||||
					float3 myC : TEXCOORD3;
 | 
			
		||||
					float3 nrm : TEXCOORD4;
 | 
			
		||||
				};
 | 
			
		||||
 | 
			
		||||
				//sampler2D _MainTex;
 | 
			
		||||
				float4 _MainTex_ST;
 | 
			
		||||
 | 
			
		||||
				v2f vert(appdata v)
 | 
			
		||||
				{
 | 
			
		||||
					v2f o;
 | 
			
		||||
					UNITY_INITIALIZE_OUTPUT(v2f,o);
 | 
			
		||||
					float3 worldP = mul((float4x4)unity_ObjectToWorld, v.vertex) - mul((float4x4)unity_ObjectToWorld, float4(0, 0, 0,0));
 | 
			
		||||
						o.localPos.w = worldP.y;
 | 
			
		||||
					o.localPos.xyz = v.vertex.xyz;
 | 
			
		||||
 | 
			
		||||
					float3 worldNormal = mul((float4x4)unity_ObjectToWorld, float4(v.normal,0));
 | 
			
		||||
						if (dot(normalize(UNITY_MATRIX_IT_MV[2].xyz), worldNormal.xyz) < 0.0)
 | 
			
		||||
						{
 | 
			
		||||
							o.myC = float3(1, 0, 0);
 | 
			
		||||
						}
 | 
			
		||||
						else
 | 
			
		||||
						{
 | 
			
		||||
							o.myC = float3(0, 1, 0);
 | 
			
		||||
						}
 | 
			
		||||
					v.normal = normalize(_point - _anchor);
 | 
			
		||||
					o.screenPos = ComputeScreenPos(UnityObjectToClipPos(v.vertex.xyz));
 | 
			
		||||
 | 
			
		||||
					o.vertex = UnityObjectToClipPos(v.vertex);
 | 
			
		||||
					o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 | 
			
		||||
					UNITY_TRANSFER_FOG(o, o.vertex);
 | 
			
		||||
					return o;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				fixed4 frag(v2f i) : SV_Target
 | 
			
		||||
				{
 | 
			
		||||
					if (dot(normalize(i.localPos.xyz - _point), normalize(_point - _anchor)) > 0)
 | 
			
		||||
					{
 | 
			
		||||
						discard;
 | 
			
		||||
					}
 | 
			
		||||
					// sample the texture
 | 
			
		||||
					fixed4 col =  _SEmissionColor * _EmissionScalar;
 | 
			
		||||
					// apply fog
 | 
			
		||||
					UNITY_APPLY_FOG(i.fogCoord, col);
 | 
			
		||||
					return col;
 | 
			
		||||
				}
 | 
			
		||||
					ENDCG
 | 
			
		||||
			}
 | 
			
		||||
				
 | 
			
		||||
			Pass
 | 
			
		||||
			{
 | 
			
		||||
				Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+100" }
 | 
			
		||||
				LOD 200
 | 
			
		||||
				Cull Back
 | 
			
		||||
				// Stencil {
 | 
			
		||||
				// 	Ref 0
 | 
			
		||||
				// 	Comp always
 | 
			
		||||
				// 	Pass replace
 | 
			
		||||
				// }
 | 
			
		||||
				CGPROGRAM
 | 
			
		||||
				#pragma vertex vert
 | 
			
		||||
				#pragma fragment frag
 | 
			
		||||
								// make fog work
 | 
			
		||||
				#pragma multi_compile_fog
 | 
			
		||||
 | 
			
		||||
				#include "UnityCG.cginc"
 | 
			
		||||
				#pragma target 2.0
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
				float _localHeight;
 | 
			
		||||
				float _EmissionScalar;
 | 
			
		||||
				float4 _EmissionColor;
 | 
			
		||||
				//in local space;
 | 
			
		||||
				float4 _anchor;
 | 
			
		||||
				//in local space
 | 
			
		||||
				float4 _point;
 | 
			
		||||
				float _level;
 | 
			
		||||
				struct appdata
 | 
			
		||||
				{
 | 
			
		||||
					float4 vertex : POSITION;
 | 
			
		||||
					float2 uv : TEXCOORD0;
 | 
			
		||||
					float3 normal : NORMAL;
 | 
			
		||||
				};
 | 
			
		||||
 | 
			
		||||
				struct v2f
 | 
			
		||||
				{
 | 
			
		||||
					float2 uv : TEXCOORD0;
 | 
			
		||||
					UNITY_FOG_COORDS(1)
 | 
			
		||||
						float4 vertex : SV_POSITION;
 | 
			
		||||
					//float dif; // now stored in localPos.w;
 | 
			
		||||
					float4 localPos : TEXCOORD5;
 | 
			
		||||
					float4 screenPos : TEXCOORD2;
 | 
			
		||||
					float3 myC : TEXCOORD3;
 | 
			
		||||
					float3 nrm : TEXCOORD4;
 | 
			
		||||
				};
 | 
			
		||||
 | 
			
		||||
				//sampler2D _MainTex;
 | 
			
		||||
				float4 _MainTex_ST;
 | 
			
		||||
 | 
			
		||||
				v2f vert(appdata v)
 | 
			
		||||
				{
 | 
			
		||||
					v2f o;
 | 
			
		||||
					UNITY_INITIALIZE_OUTPUT(v2f,o);
 | 
			
		||||
					float3 worldP = mul((float4x4)unity_ObjectToWorld, v.vertex) - mul((float4x4)unity_ObjectToWorld, float4(0, 0, 0,0));
 | 
			
		||||
						o.localPos.w = worldP.y;
 | 
			
		||||
					o.localPos.xyz = v.vertex.xyz;
 | 
			
		||||
 | 
			
		||||
					o.vertex = UnityObjectToClipPos(v.vertex);
 | 
			
		||||
					o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 | 
			
		||||
					UNITY_TRANSFER_FOG(o, o.vertex);
 | 
			
		||||
					return o;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				fixed4 frag(v2f i) : SV_Target
 | 
			
		||||
				{
 | 
			
		||||
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using System.Collections;
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		||||
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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public class Reset : MonoBehaviour {
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	public void ResetScene()
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    {
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        //pretty complex, might need to make a powerpoint slide...
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        SceneManager.LoadScene(0);
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using UnityEngine;
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using System.Collections;
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public class Flicker : MonoBehaviour
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{
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	public float MaxReduction;
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	public float MaxIncrease;
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	public float RateDamping;
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	public float Strength;
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	public bool StopFlickering;
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	private Light _lightSource;
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	private float _baseIntensity;
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	private bool _flickering;
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	public void Reset()
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	{
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		MaxIncrease = 0.2f;
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		Strength = 300;
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	{
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			return;
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		_baseIntensity = _lightSource.intensity;
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		StartCoroutine(DoFlicker());
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	}
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	void Update()
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	{
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		{
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	{
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		while (!StopFlickering)
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			yield return new WaitForSeconds(RateDamping);
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		_flickering = false;
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