using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class OilSpread : MonoBehaviour
{
    //private CapsuleCollider capsule;
    public BoxCollider boxColider;
    // Use this for initialization
    void Start()
    {
        ranyou = this.gameObject;
        //capsule = this.GetComponent<CapsuleCollider>();
        //boxColider = GetComponent<BoxCollider>();
    }

    public bool oilSpred;//开始蔓延
    /// <summary>
    /// 蔓延速度
    /// </summary>
    [SerializeField]
    private float SpreadSpeed = 0.05f;
    [SerializeField]
    private float scale = 1.2f;
    void Update()
    {
        //if (oilSpred && capsule)
        if (oilSpred && boxColider)
            RanYouControl();

    }
    /// <summary>
    /// 燃油
    /// </summary>
    private GameObject ranyou;
    public float ranyouScale = 0;
    private void RanYouControl()
    {
        if (ranyouScale < scale - 0.1f)
        {
            //CapsuleRadius();
            BoxColiderController();
            ranyouScale += Time.deltaTime * SpreadSpeed * (scale - ranyouScale);
            ranyou.transform.localScale = new Vector3(ranyouScale, ranyou.transform.localScale.y, ranyouScale);
        }
    }
    private void BoxColiderController()
    {
        float can = boxColider.size.x;
        can += Time.deltaTime * SpreadSpeed * (scale - ranyouScale) * 4.5f;
        boxColider.size = new Vector3(can, 1.5f, can);
    }
    //private void CapsuleRadius()
    //{
    //    capsule.radius += Time.deltaTime * SpreadSpeed * (scale - ranyouScale) * 2;
    //}

    public void DelaySet()
    {
        transform.localScale = new Vector3(1.1f, 0.7f, 1.1f);
        Destroy(GetComponent<CapsuleCollider>());
        transform.parent.GetComponent<SetFireDire>().SetRanYouPos();
    }
}