add some extra assets FX and SFX
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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 EzySlice;
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/**
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* Represents a really badly written shatter script! use for reference purposes only.
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*/
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public class RuntimeShatterExample : MonoBehaviour {
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public GameObject objectToShatter;
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public Material crossSectionMaterial;
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public List<GameObject> prevShatters = new List<GameObject>();
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public GameObject[] ShatterObject(GameObject obj, Material crossSectionMaterial = null) {
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return obj.SliceInstantiate(GetRandomPlane(obj.transform.position, obj.transform.localScale),
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new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f),
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crossSectionMaterial);
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}
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public EzySlice.Plane GetRandomPlane(Vector3 positionOffset, Vector3 scaleOffset) {
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Vector3 randomPosition = Random.insideUnitSphere;
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//randomPosition += positionOffset;
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Vector3 randomDirection = Random.insideUnitSphere.normalized;
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return new EzySlice.Plane(randomPosition, randomDirection);
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}
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public void RandomShatter() {
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if (prevShatters.Count == 0) {
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GameObject[] shatters = ShatterObject(objectToShatter, crossSectionMaterial);
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if (shatters != null && shatters.Length > 0) {
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objectToShatter.SetActive(false);
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// add rigidbodies and colliders
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foreach (GameObject shatteredObject in shatters) {
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shatteredObject.AddComponent<MeshCollider>().convex = true;
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shatteredObject.AddComponent<Rigidbody>();
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prevShatters.Add(shatteredObject);
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}
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}
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return;
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}
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// otherwise, shatter the previous shattered objects, randomly picked
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GameObject randomObject = prevShatters[Random.Range(0, prevShatters.Count - 1)];
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GameObject[] randShatter = ShatterObject(randomObject, crossSectionMaterial);
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if (randShatter != null && randShatter.Length > 0) {
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randomObject.SetActive(false);
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// add rigidbodies and colliders
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foreach (GameObject shatteredObject in randShatter) {
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shatteredObject.AddComponent<MeshCollider>().convex = true;
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shatteredObject.AddComponent<Rigidbody>();
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prevShatters.Add(shatteredObject);
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}
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}
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}
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}
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