add some extra assets FX and SFX
This commit is contained in:
@@ -1,6 +1,7 @@
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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.Events;
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public class pushObjectsPower : MonoBehaviour
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{
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@@ -9,11 +10,33 @@ public class pushObjectsPower : MonoBehaviour
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public bool powerEnabled = true;
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public LayerMask layer;
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[Space]
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public bool pushObjectsFromCenterPosition;
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public bool pushObjectsFromPlayerForwardDirection;
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public LayerMask layer;
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[Space]
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public bool useMaxAngleWithCameraFaceDirection;
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public float maxAngleWithCameraFaceDirection;
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[Space]
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public bool useRaycastToPushObjects;
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public LayerMask layerForRaycastSurfaceDetection;
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public bool useMaxAngleWithPlayerFaceDirection;
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public float maxAngleWithPlayerFaceDirection;
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public float maxRaycastDistance;
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[Space]
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public List<string> ignoreTagList = new List<string> ();
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@@ -60,6 +83,26 @@ public class pushObjectsPower : MonoBehaviour
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public bool checkIfObjectInFrontOfPlayer;
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[Space]
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[Header ("Magnetize Objects To AI Settings")]
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[Space]
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public bool magnetizeObjectToCloseAIEnemies;
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public string mountPointNameToMagnetize;
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public float magnetizeForceAmount;
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public float maxDistanceToMagnetize;
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public bool magnetizeOnlyLockOnAI;
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[Space]
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public bool addLaunchedObjectComponentToDetectedObjects;
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[Space]
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public bool useEventsOnFoundObjectToMagnetizeResult;
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public UnityEvent eventOnFoundObjectToMagnetize;
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public UnityEvent eventOnNotFoundObjectToMagnetize;
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[Space]
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[Header ("Remote Events Settings")]
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[Space]
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@@ -79,6 +122,10 @@ public class pushObjectsPower : MonoBehaviour
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public bool useOfPowerPaused;
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public bool showGizmo;
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public bool updateCoroutineActive;
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[Space]
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public List<Rigidbody> vehiclesRigidbodyFoundList = new List<Rigidbody> ();
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@@ -96,6 +143,10 @@ public class pushObjectsPower : MonoBehaviour
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public Transform pushObjectsCenter;
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public Transform mainCameraTransform;
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public playerCamera mainPlayerCamera;
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public AIAroundManager mainAIAroundManager;
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public Camera mainCamera;
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Rigidbody objectToDamageMainRigidbody;
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GameObject objectToPush;
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@@ -106,6 +157,15 @@ public class pushObjectsPower : MonoBehaviour
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bool componentsInitialized;
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bool anyObjectToMagnetizeFound;
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//bool anyObjectToPushFound;
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Coroutine updateCoroutine;
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bool mainPlayerCameraLocated;
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void Start ()
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{
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if (!useCustomPushCenterDistance) {
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@@ -118,15 +178,68 @@ public class pushObjectsPower : MonoBehaviour
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centerPosition = transform;
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}
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}
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mainPlayerCameraLocated = mainPlayerCamera != null;
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}
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void Update ()
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//void Update ()
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//{
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// if (searchForObjectsOnUpdate) {
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// activatePower ();
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// }
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//}
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public void stopUpdateCoroutine ()
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{
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if (updateCoroutineActive) {
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StopCoroutine (updateCoroutine);
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}
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updateCoroutineActive = false;
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}
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IEnumerator updateSystemCoroutine ()
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{
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var waitTime = new WaitForSecondsRealtime (0.0001f);
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while (true) {
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updateSystem ();
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yield return waitTime;
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}
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}
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void updateSystem ()
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{
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if (searchForObjectsOnUpdate) {
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activatePower ();
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}
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}
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public void activatePowerWithUpdate ()
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{
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if (searchForObjectsOnUpdate) {
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if (powerEnabled) {
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updateCoroutine = StartCoroutine (updateSystemCoroutine ());
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updateCoroutineActive = true;
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}
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} else {
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if (powerEnabled) {
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activatePower ();
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}
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}
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}
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public void deactivatePowerWithUpdate ()
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{
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if (searchForObjectsOnUpdate) {
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if (powerEnabled) {
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stopUpdateCoroutine ();
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}
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}
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}
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public void activatePower ()
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{
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if (useOfPowerPaused) {
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@@ -146,6 +259,10 @@ public class pushObjectsPower : MonoBehaviour
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powersManager.createShootParticles ();
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}
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anyObjectToMagnetizeFound = false;
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//anyObjectToPushFound = false;
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//if the power selected is push objects, check the objects close to pushObjectsCenter and add force to them in camera forward direction
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colliders = Physics.OverlapSphere (pushObjectsCenter.position, pushCenterDistance, layer);
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@@ -156,6 +273,10 @@ public class pushObjectsPower : MonoBehaviour
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checkObjectToApplyForce (objectToPush);
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}
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}
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if (magnetizeObjectToCloseAIEnemies) {
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checkEventsOnFoundObjectToMagnetizeResult (anyObjectToMagnetizeFound);
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}
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}
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public void checkObjectToApplyForce (GameObject currentObject)
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@@ -180,6 +301,12 @@ public class pushObjectsPower : MonoBehaviour
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}
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}
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bool lockedCameraActive = false;
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if (mainPlayerCameraLocated) {
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lockedCameraActive = !mainPlayerCamera.isCameraTypeFree ();
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}
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Vector3 pushDirection = Vector3.zero;
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if (pushObjectsFromCenterPosition) {
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@@ -191,6 +318,14 @@ public class pushObjectsPower : MonoBehaviour
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if (mainCameraTransform != null) {
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pushDirection = mainCameraTransform.forward;
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}
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if (!lockedCameraActive && useMaxAngleWithCameraFaceDirection) {
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float angle = Vector3.Angle (playerGameObject.transform.forward, mainCameraTransform.forward);
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if (angle > maxAngleWithCameraFaceDirection) {
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currentForceToApply = playerGameObject.transform.forward;
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}
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}
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}
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}
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@@ -211,6 +346,8 @@ public class pushObjectsPower : MonoBehaviour
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bool rigidbodyFound = false;
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bool objectMagnetizedToAIResult = false;
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if (canApplyForceToVehicles) {
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if (objectToDamageMainRigidbody != null) {
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@@ -229,21 +366,40 @@ public class pushObjectsPower : MonoBehaviour
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}
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if (pushObjectsFromCenterPosition) {
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currentForceToApply = (objectToDamageMainRigidbody.position - centerPosition.position).normalized * finalExplosionForce;
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currentForceToApply = (objectToDamageMainRigidbody.position - centerPosition.position).normalized;
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} else {
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if (pushObjectsFromPlayerForwardDirection) {
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currentForceToApply = playerGameObject.transform.forward * finalExplosionForce;
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currentForceToApply = playerGameObject.transform.forward;
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} else {
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currentForceToApply = mainCameraTransform.TransformDirection (Vector3.forward) * finalExplosionForce;
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currentForceToApply = mainCameraTransform.TransformDirection (Vector3.forward);
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if (!lockedCameraActive && useMaxAngleWithCameraFaceDirection) {
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float angle = Vector3.Angle (playerGameObject.transform.forward, mainCameraTransform.forward);
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if (angle > maxAngleWithCameraFaceDirection) {
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currentForceToApply = playerGameObject.transform.forward;
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}
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}
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}
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}
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currentForceToApply *= finalExplosionForce;
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if (checkRagdollsDetected) {
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if (applyDamage.isRagdollActive (currentObject)) {
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// print ("ragdoll found");
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currentForceToApply *= ragdollMultiplierForce;
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} else {
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// print ("Not found");
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}
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}
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if (useRaycastToPushObjects) {
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checkIfUseRaycastToPushObjects (objectToDamageMainRigidbody.gameObject);
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}
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if (magnetizeObjectToCloseAIEnemies) {
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objectMagnetizedToAIResult = checkIfMagnetizeObjectToAI (objectToDamageMainRigidbody.gameObject);
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if (showDebugPrint) {
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print ("objectMagnetizedToAIResult " + objectMagnetizedToAIResult);
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}
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}
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@@ -253,6 +409,14 @@ public class pushObjectsPower : MonoBehaviour
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if (showDebugPrint) {
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print ("object to apply force " + objectToDamageMainRigidbody.name + " " + currentForceToApply);
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}
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if (showGizmo) {
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Debug.DrawRay (objectToDamageMainRigidbody.position, currentForceToApply.normalized * 10, Color.red, 3);
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}
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if (addLaunchedObjectComponentToDetectedObjects) {
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checkIfAttackLaunchedObjectComponent (objectToDamageMainRigidbody.gameObject);
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}
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}
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if (isVehicle) {
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@@ -273,12 +437,34 @@ public class pushObjectsPower : MonoBehaviour
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}
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if (pushObjectsFromCenterPosition) {
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currentForceToApply = (objectToDamageMainRigidbody.position - centerPosition.position).normalized * forceToApply;
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currentForceToApply = (objectToDamageMainRigidbody.position - centerPosition.position).normalized;
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} else {
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if (pushObjectsFromPlayerForwardDirection) {
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currentForceToApply = playerGameObject.transform.forward * forceToApply;
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currentForceToApply = playerGameObject.transform.forward;
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} else {
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currentForceToApply = mainCameraTransform.TransformDirection (Vector3.forward) * forceToApply;
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currentForceToApply = mainCameraTransform.TransformDirection (Vector3.forward);
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if (!lockedCameraActive && useMaxAngleWithCameraFaceDirection) {
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float angle = Vector3.Angle (playerGameObject.transform.forward, mainCameraTransform.forward);
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if (angle > maxAngleWithCameraFaceDirection) {
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currentForceToApply = playerGameObject.transform.forward;
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}
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}
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}
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}
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currentForceToApply *= forceToApply;
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if (useRaycastToPushObjects) {
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checkIfUseRaycastToPushObjects (objectToDamageMainRigidbody.gameObject);
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}
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if (magnetizeObjectToCloseAIEnemies) {
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objectMagnetizedToAIResult = checkIfMagnetizeObjectToAI (currentObject);
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if (showDebugPrint) {
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print ("objectMagnetizedToAIResult " + objectMagnetizedToAIResult);
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}
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}
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@@ -286,6 +472,18 @@ public class pushObjectsPower : MonoBehaviour
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objectToDamageMainRigidbody = currentObject.GetComponent<Rigidbody> ();
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objectToDamageMainRigidbody.AddForce (currentForceToApply * objectToDamageMainRigidbody.mass, forceMode);
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if (addLaunchedObjectComponentToDetectedObjects) {
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checkIfAttackLaunchedObjectComponent (objectToDamageMainRigidbody.gameObject);
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}
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if (showDebugPrint) {
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print ("object to apply force " + objectToDamageMainRigidbody.name + " " + currentForceToApply);
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}
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if (showGizmo) {
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Debug.DrawRay (objectToDamageMainRigidbody.position, currentForceToApply.normalized * 10, Color.red, 3);
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}
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}
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if (!callRemoteEventsBeforeApplyingForce) {
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@@ -296,12 +494,200 @@ public class pushObjectsPower : MonoBehaviour
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}
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}
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if (!rigidbodyFound) {
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if (rigidbodyFound) {
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if (magnetizeObjectToCloseAIEnemies) {
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if (objectMagnetizedToAIResult) {
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anyObjectToMagnetizeFound = true;
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}
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}
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//anyObjectToPushFound = true;
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} else {
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checkRemoteEvent (currentObject);
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}
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}
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}
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bool checkIfMagnetizeObjectToAI (GameObject currentObject)
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{
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if (magnetizeObjectToCloseAIEnemies) {
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Vector3 screenPoint;
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float screenWidth = Screen.width;
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float screenHeight = Screen.height;
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List<Transform> charactersAround = mainAIAroundManager.getCharactersAround ();
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if (charactersAround.Count == 0) {
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return false;
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}
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if (charactersAround.Contains (currentObject.transform)) {
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return false;
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}
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int charactersAroundCount = charactersAround.Count;
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bool usingScreenSpaceCamera = mainPlayerCamera.isUsingScreenSpaceCamera ();
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float minDistance = Mathf.Infinity;
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int closestTargetIndex = -1;
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Vector3 currentPosition = Vector3.zero;
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Transform currentTargetToLook = mainPlayerCamera.getCurrentTargetToLook ();
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if (pushObjectsFromCenterPosition) {
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currentPosition = centerPosition.position;
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} else {
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if (pushObjectsFromPlayerForwardDirection) {
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currentPosition = playerGameObject.transform.position;
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} else {
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if (mainCameraTransform != null) {
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currentPosition = mainCameraTransform.position;
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}
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}
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}
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for (int i = 0; i < charactersAroundCount; i++) {
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bool objectVisible = false;
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bool targetOnScreen = false;
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GameObject currentTarget = charactersAround [i].gameObject;
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Vector3 targetPosition = currentTarget.transform.position;
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Transform currentTargetPlaceToShoot = applyDamage.getPlaceToShoot (currentTarget);
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if (currentTargetPlaceToShoot != null) {
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targetPosition = currentTargetPlaceToShoot.position;
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}
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if (usingScreenSpaceCamera) {
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screenPoint = mainCamera.WorldToViewportPoint (targetPosition);
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targetOnScreen = screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < 1 && screenPoint.y > 0 && screenPoint.y < 1;
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} else {
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screenPoint = mainCamera.WorldToScreenPoint (targetPosition);
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targetOnScreen = screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < screenWidth && screenPoint.y > 0 && screenPoint.y < screenHeight;
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}
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//the target is visible in the screen
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if (targetOnScreen) {
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objectVisible = true;
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}
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if (objectVisible) {
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bool checkDistanceResult = true;
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if (magnetizeOnlyLockOnAI) {
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if (currentTargetToLook != null) {
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if (currentTargetToLook != currentTarget) {
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checkDistanceResult = false;
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}
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} else {
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checkDistanceResult = false;
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}
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}
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if (checkDistanceResult) {
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float currentDistance = GKC_Utils.distance (currentPosition, targetPosition);
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if (currentDistance < maxDistanceToMagnetize) {
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if (currentDistance < minDistance) {
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minDistance = currentDistance;
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closestTargetIndex = i;
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}
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}
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}
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}
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}
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if (closestTargetIndex > -1) {
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Transform currentMountPoint = GKC_Utils.getMountPointTransformByName (mountPointNameToMagnetize, charactersAround [closestTargetIndex]);
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if (currentMountPoint != null) {
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Vector3 pushDirection = (currentMountPoint.position - currentObject.transform.position).normalized;
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currentForceToApply = pushDirection * magnetizeForceAmount;
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}
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return true;
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} else {
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return false;
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}
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}
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return false;
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}
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void checkIfAttackLaunchedObjectComponent (GameObject currentObject)
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{
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if (addLaunchedObjectComponentToDetectedObjects) {
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launchedObjects currentLaunchedObjects = currentObject.GetComponent<launchedObjects> ();
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if (currentLaunchedObjects == null) {
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currentLaunchedObjects = currentObject.AddComponent<launchedObjects> ();
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}
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if (currentLaunchedObjects != null) {
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currentLaunchedObjects.setCurrentPlayer (playerGameObject);
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}
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}
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}
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void checkIfUseRaycastToPushObjects (GameObject currentObject)
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{
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if (useRaycastToPushObjects) {
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bool lockedCameraActive = !mainPlayerCamera.isCameraTypeFree ();
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if (useMaxAngleWithPlayerFaceDirection) {
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if (!lockedCameraActive) {
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float angle = Vector3.Angle (playerGameObject.transform.forward, mainPlayerCamera.transform.forward);
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if (showDebugPrint) {
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print ("useMaxAngleWithPlayerFaceDirection " + angle);
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}
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if (angle > maxAngleWithPlayerFaceDirection) {
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return;
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}
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}
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}
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RaycastHit hit;
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Vector3 raycastPosition = mainCameraTransform.position;
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Vector3 raycastDirection = mainCameraTransform.forward;
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if (lockedCameraActive) {
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raycastPosition = playerGameObject.transform.position + playerGameObject.transform.up;
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raycastDirection = playerGameObject.transform.forward;
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}
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Vector3 surfacePoint = Vector3.zero;
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if (Physics.Raycast (raycastPosition, raycastDirection, out hit, maxRaycastDistance, layerForRaycastSurfaceDetection)) {
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surfacePoint = hit.point;
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if (showDebugPrint) {
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print ("surface by raycast found");
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}
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} else {
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surfacePoint = raycastPosition + raycastDirection * maxRaycastDistance;
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if (showDebugPrint) {
|
||||
print ("surface by raycast not found");
|
||||
}
|
||||
}
|
||||
|
||||
currentForceToApply = (surfacePoint - currentObject.transform.position).normalized * finalExplosionForce;
|
||||
}
|
||||
}
|
||||
|
||||
public void setPowerEnabledState (bool state)
|
||||
{
|
||||
powerEnabled = state;
|
||||
@@ -311,6 +697,25 @@ public class pushObjectsPower : MonoBehaviour
|
||||
if (powerEnabled) {
|
||||
gameObjectsFoundList.Clear ();
|
||||
}
|
||||
|
||||
if (searchForObjectsOnUpdate) {
|
||||
if (powerEnabled) {
|
||||
updateCoroutine = StartCoroutine (updateSystemCoroutine ());
|
||||
|
||||
updateCoroutineActive = true;
|
||||
} else {
|
||||
stopUpdateCoroutine ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void setPowerEnabledStateOneFrame ()
|
||||
{
|
||||
setPowerEnabledState (true);
|
||||
|
||||
activatePower ();
|
||||
|
||||
setPowerEnabledState (false);
|
||||
}
|
||||
|
||||
public void cleanGameObjectFoundList ()
|
||||
@@ -354,6 +759,17 @@ public class pushObjectsPower : MonoBehaviour
|
||||
pushCenterDistance = newValue;
|
||||
}
|
||||
|
||||
void checkEventsOnFoundObjectToMagnetizeResult (bool state)
|
||||
{
|
||||
if (useEventsOnFoundObjectToMagnetizeResult) {
|
||||
if (state) {
|
||||
eventOnFoundObjectToMagnetize.Invoke ();
|
||||
} else {
|
||||
eventOnNotFoundObjectToMagnetize.Invoke ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void initializeComponents ()
|
||||
{
|
||||
if (componentsInitialized) {
|
||||
|
||||
Reference in New Issue
Block a user