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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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/// <summary>
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/// This simulate an extinguishable fire,
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/// </summary>
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public class ExtinguishableFire : MonoBehaviour
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{
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public ParticleSystem fireParticleSystem;
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public ParticleSystem smokeParticleSystem;
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protected bool m_isExtinguished;
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const float m_FireStartingTime = 2.0f;
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private void Start()
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{
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m_isExtinguished = true;
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smokeParticleSystem.Stop();
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fireParticleSystem.Stop();
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StartCoroutine(StartingFire());
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}
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public void Extinguish()
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{
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if (m_isExtinguished)
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return;
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m_isExtinguished = true;
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StartCoroutine(Extinguishing());
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}
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IEnumerator Extinguishing()
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{
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fireParticleSystem.Stop();
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smokeParticleSystem.time = 0;
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smokeParticleSystem.Play();
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float elapsedTime = 0.0f;
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while (elapsedTime < m_FireStartingTime)
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{
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float ratio = Mathf.Max(0.0f, 1.0f - (elapsedTime / m_FireStartingTime));
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fireParticleSystem.transform.localScale = Vector3.one * ratio;
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yield return null;
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elapsedTime += Time.deltaTime;
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}
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yield return new WaitForSeconds(2.0f);
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smokeParticleSystem.Stop();
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fireParticleSystem.transform.localScale = Vector3.one;
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yield return new WaitForSeconds(4.0f);
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StartCoroutine(StartingFire());
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}
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IEnumerator StartingFire()
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{
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smokeParticleSystem.Stop();
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fireParticleSystem.time = 0;
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fireParticleSystem.Play();
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float elapsedTime = 0.0f;
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while (elapsedTime < m_FireStartingTime)
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{
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float ratio = Mathf.Min(1.0f, (elapsedTime / m_FireStartingTime));
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fireParticleSystem.transform.localScale = Vector3.one * ratio;
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yield return null;
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elapsedTime += Time.deltaTime;
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}
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fireParticleSystem.transform.localScale = Vector3.one;
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m_isExtinguished = false;
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}
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}
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