add ckg
plantilla base para movimiento básico
This commit is contained in:
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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 cuttingModeSystem : MonoBehaviour
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{
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[Header ("Main Settings")]
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[Space]
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public float cuttingPanelRotationSpeed = 5;
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public float cuttingSpeed = 10;
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public bool playerCanMoveOnCuttingModeActive = true;
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public bool useCameraStateOnCuttingMode;
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public string cameraStateNameOnCuttingMode;
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public bool setBulletTime;
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public float bulletTimeScale;
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public float delayToSetBulletTime;
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public bool canToggleCameraRotation;
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public bool pauseCameraRotationAtStartOnCutModeActive = true;
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[Space]
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[Header ("Animation Settings")]
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[Space]
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public int cuttingModeStateID = 50000;
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public string cuttingModeActionActiveName = "Action Active Upper Body";
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public string cuttingModeActionIDName = "Action ID";
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public string horizontalAnimatorName = "Horizontal Action";
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public string verticalAnimatorName = "Vertical Action";
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[Space]
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[Header ("Stamina Settings")]
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[Space]
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public bool useStaminaOnSliceEnabled = true;
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public string sliceStaminaState = "Slice Object";
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public float staminaToUseOnSlice = 10;
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public float customRefillStaminaDelayAfterSlice;
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public float generalStaminaUseMultiplier = 1;
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[Space]
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[Header ("Other")]
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[Space]
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public float headTrackBodyWeightOnAim = 1;
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public string customAimReticleName = "Reticle 1";
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[Space]
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[Header ("Debug")]
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[Space]
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public bool cuttingModeActive;
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[Space]
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[Header ("Events Settings")]
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[Space]
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public UnityEvent eventOnCuttingModeStart;
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public UnityEvent eventOnCuttingModeEnd;
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public UnityEvent eventOnCutting;
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[Space]
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[Header ("Components")]
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[Space]
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public Transform cutParticlesParent;
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public GameObject cuttingPanelGameObject;
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public Transform cuttingPanelTransform;
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public Transform cuttingPanelTransformReference;
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public Transform cuttingPanelFirstReferenceTransform;
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public Transform cuttingPanelSecondReferenceTransform;
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public Transform cuttingDirectionTransform;
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public playerController mainPlayerController;
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public playerCamera mainPlayerCamera;
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public playerInputManager mainPlayerInputManager;
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public timeBullet timeBulletManager;
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public staminaSystem mainStaminaSystem;
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public Animator mainAnimator;
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public headTrack mainHeadTrack;
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string previousCameraStateName;
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Vector2 axisValues;
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int horizontalAnimatorID;
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int verticalAnimatorID;
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float horizontalRotationValue;
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float verticalRotationValue;
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float cutDirection = 1;
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Coroutine moveReferencePanelOnCutCoroutine;
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Coroutine bulletTimeCoroutine;
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bool cutPanelRotationActive = true;
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bool sliceInputPausedForStamina;
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float horizontalOffset = 0.3f;
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float verticalOffset = 0.18f;
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Vector2 rotationValues;
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bool isPlayerMovingOn3dWorld;
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bool isCameraTypeFree;
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bool checkBodyAimStateActive;
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void Update ()
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{
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if (cuttingModeActive) {
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if (mainPlayerCamera.cameraCanBeUsedActive ()) {
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if (cutPanelRotationActive) {
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axisValues = mainPlayerInputManager.getPlayerMouseAxis ();
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} else {
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axisValues = Vector2.zero;
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}
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cuttingPanelTransform.localEulerAngles += new Vector3 (0, 0, -axisValues.x * cuttingPanelRotationSpeed);
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cuttingPanelTransformReference.localEulerAngles = cuttingPanelTransform.localEulerAngles;
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cuttingPanelSecondReferenceTransform.position = cuttingPanelFirstReferenceTransform.position;
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horizontalRotationValue = Mathf.Clamp (cuttingPanelSecondReferenceTransform.localPosition.x + horizontalOffset, -1, 1);
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verticalRotationValue = Mathf.Clamp (cuttingPanelSecondReferenceTransform.localPosition.y + verticalOffset, -1, 1);
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rotationValues = new Vector2 (horizontalRotationValue, verticalRotationValue);
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rotationValues = Vector2.ClampMagnitude (rotationValues, 1);
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mainAnimator.SetFloat (horizontalAnimatorID, rotationValues.x);
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mainAnimator.SetFloat (verticalAnimatorID, rotationValues.y);
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}
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}
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}
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public void setSliceInputPausedForStaminaState (bool state)
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{
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sliceInputPausedForStamina = state;
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}
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public void inputToggleCameraRotation ()
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{
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if (cuttingModeActive) {
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if (canToggleCameraRotation) {
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cutPanelRotationActive = !cutPanelRotationActive;
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mainPlayerCamera.changeCameraRotationState (!cutPanelRotationActive);
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}
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}
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}
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public void inputActivateCut ()
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{
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if (cuttingModeActive) {
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// stopActivateCutCoroutine ();
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if (sliceInputPausedForStamina) {
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// print ("Not enough stamina");
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return;
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}
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if (cuttingInProcess) {
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return;
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}
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if (useStaminaOnSliceEnabled) {
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mainStaminaSystem.activeStaminaStateWithCustomAmount (sliceStaminaState, staminaToUseOnSlice * generalStaminaUseMultiplier, customRefillStaminaDelayAfterSlice);
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}
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moveReferencePanelOnCutCoroutine = StartCoroutine (activateCutCoroutine ());
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cutParticlesParent.localEulerAngles += Vector3.forward * 180;
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cuttingDirectionTransform.localEulerAngles += Vector3.up * 180;
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eventOnCutting.Invoke ();
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}
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}
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public void setCuttingModeActiveState (bool state)
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{
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cuttingModeActive = state;
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if (cuttingModeActive) {
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horizontalAnimatorID = Animator.StringToHash (horizontalAnimatorName);
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verticalAnimatorID = Animator.StringToHash (verticalAnimatorName);
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cuttingPanelTransform.localEulerAngles = Vector3.zero;
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cuttingPanelTransformReference.localEulerAngles = cuttingPanelTransform.localEulerAngles;
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stopActivateCutCoroutine ();
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cutDirection = 1;
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cuttingPanelFirstReferenceTransform.localPosition = Vector3.right * cutDirection * 1.3f;
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cutParticlesParent.localEulerAngles = Vector3.zero;
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cuttingDirectionTransform.localEulerAngles = Vector3.zero;
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cutPanelRotationActive = true;
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}
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cuttingPanelGameObject.SetActive (cuttingModeActive);
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if (useCameraStateOnCuttingMode) {
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if (cuttingModeActive) {
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previousCameraStateName = mainPlayerCamera.getCurrentStateName ();
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mainPlayerCamera.setCameraStateExternally (cameraStateNameOnCuttingMode);
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} else {
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mainPlayerCamera.setCameraStateExternally (previousCameraStateName);
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previousCameraStateName = "";
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}
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}
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if (cuttingModeActive) {
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mainAnimator.SetInteger (cuttingModeActionIDName, cuttingModeStateID);
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} else {
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mainAnimator.SetInteger (cuttingModeActionIDName, 0);
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}
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mainAnimator.SetBool (cuttingModeActionActiveName, cuttingModeActive);
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if (pauseCameraRotationAtStartOnCutModeActive) {
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mainPlayerCamera.changeCameraRotationState (!cuttingModeActive);
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}
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if (!playerCanMoveOnCuttingModeActive) {
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if (cuttingModeActive) {
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mainPlayerController.smoothChangeScriptState (false);
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mainPlayerController.setCanMoveState (false);
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mainPlayerController.resetPlayerControllerInput ();
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mainPlayerController.resetOtherInputFields ();
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} else {
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mainPlayerController.setCanMoveState (true);
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}
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}
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checkSetBulletTime ();
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if (cuttingModeActive) {
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eventOnCuttingModeStart.Invoke ();
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} else {
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eventOnCuttingModeEnd.Invoke ();
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}
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isPlayerMovingOn3dWorld = mainPlayerController.isPlayerMovingOn3dWorld ();
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isCameraTypeFree = mainPlayerCamera.isCameraTypeFree ();
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if (!isPlayerMovingOn3dWorld || !isCameraTypeFree) {
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checkBodyAimState (state);
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}
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}
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public void checkSetBulletTime ()
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{
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if (setBulletTime) {
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stopCheckSetBulletTimeCoroutine ();
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if (cuttingModeActive) {
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bulletTimeCoroutine = StartCoroutine (checkSetBulletTimeCoroutine ());
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} else {
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timeBulletManager.setBulletTimeState (false, 1);
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}
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}
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}
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public void stopCheckSetBulletTimeCoroutine ()
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{
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if (bulletTimeCoroutine != null) {
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StopCoroutine (bulletTimeCoroutine);
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}
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}
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IEnumerator checkSetBulletTimeCoroutine ()
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{
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yield return new WaitForSeconds (delayToSetBulletTime);
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timeBulletManager.setBulletTimeState (true, bulletTimeScale);
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}
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bool cuttingInProcess;
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public void stopActivateCutCoroutine ()
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{
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if (moveReferencePanelOnCutCoroutine != null) {
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StopCoroutine (moveReferencePanelOnCutCoroutine);
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}
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}
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IEnumerator activateCutCoroutine ()
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{
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cuttingInProcess = true;
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float movementSpeed = cuttingSpeed;
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bool targetReached = false;
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float positionDifference = 0;
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cutDirection *= (-1);
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Vector3 targetPosition = Vector3.right * (cutDirection * 1.3f);
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float dist = GKC_Utils.distance (cuttingPanelFirstReferenceTransform.localPosition, targetPosition);
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float duration = dist / movementSpeed;
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float t = 0;
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float movementTimer = 0;
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while (!targetReached) {
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t += Time.deltaTime / duration;
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cuttingPanelFirstReferenceTransform.localPosition =
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Vector3.Lerp (cuttingPanelFirstReferenceTransform.localPosition, targetPosition, t);
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positionDifference = GKC_Utils.distance (cuttingPanelFirstReferenceTransform.localPosition, targetPosition);
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movementTimer += Time.deltaTime;
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if (positionDifference < 0.01f || movementTimer > (duration + 1)) {
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targetReached = true;
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}
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yield return null;
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}
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cuttingInProcess = false;
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}
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public void setGeneralStaminaUseMultiplierValue (float newValue)
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{
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generalStaminaUseMultiplier = newValue;
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}
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public void setUseStaminaOnSliceEnabledState (bool state)
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{
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useStaminaOnSliceEnabled = state;
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}
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void checkBodyAimState (bool state)
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{
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if (mainHeadTrack == null) {
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mainHeadTrack = GKC_Utils.getCharacterHeadTrack (mainPlayerController.gameObject);
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}
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if (mainHeadTrack == null) {
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return;
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}
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if (checkBodyAimStateActive == state) {
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return;
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}
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checkBodyAimStateActive = state;
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if (state) {
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mainHeadTrack.setCameraBodyWeightValue (headTrackBodyWeightOnAim);
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} else {
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mainHeadTrack.setOriginalCameraBodyWeightValue ();
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}
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mainHeadTrack.setHeadTrackActiveWhileAimingState (state);
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mainHeadTrack.setCanUseHeadTrackOnLockedCameraActiveState (state);
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mainPlayerController.enableOrDisableAiminig (state);
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mainPlayerCamera.setManualAimStateOnLockedCamera (state);
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if (state) {
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mainPlayerCamera.enableCustomReticle (customAimReticleName);
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} else {
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mainPlayerCamera.disableAllCustomReticle ();
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}
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if (state) {
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if (canToggleCameraRotation) {
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cutPanelRotationActive = false;
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mainPlayerCamera.changeCameraRotationState (!cutPanelRotationActive);
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}
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}
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}
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}
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@@ -0,0 +1,20 @@
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fileFormatVersion: 2
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guid: 5bff1467ec1ae8f418e1948a0080b3ca
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timeCreated: 1594982617
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 40995
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packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
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packageVersion: 3.77g
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assetPath: Assets/Game Kit Controller/Scripts/Combat System/Melee Combat System/Slice
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System/cuttingModeSystem.cs
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uploadId: 814740
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@@ -0,0 +1,175 @@
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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 runtimeShatterRecursive : MonoBehaviour
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{
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[Header ("Main Settings")]
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[Space]
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public bool shatterEnabled = true;
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public Material crossSectionMaterial;
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public int numberOfShatters;
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public bool addSliceComponentToPieces;
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[Space]
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[Header ("Objects To Shatter List Settings")]
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[Space]
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public List<GameObject> objectsToShatter;
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public bool useCustomShatterPosition;
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public Transform customShatterPosition;
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[Space]
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[Header ("Tag and Layer Settings")]
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[Space]
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public bool setNewTagOnCut;
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public string newTagOnCut;
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public bool setNewLayerOnCut;
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public string newLayerOnCut;
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[Space]
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[Header ("Physics Settings")]
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[Space]
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public bool applyForceOnShatter;
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public ForceMode forceMode;
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public float forceToApplyToCutPart;
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[Space]
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[Header ("Others Settings")]
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[Space]
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public bool activateShatterAtStart;
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[Space]
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[Header ("Debug")]
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[Space]
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public bool showDebugPrint;
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[Space]
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[Header ("Events Settings")]
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[Space]
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public bool useEventOnShatter;
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public UnityEvent eventOnShatter;
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void Start ()
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{
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if (activateShatterAtStart) {
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activateShatterOnObject ();
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}
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}
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public void activateShatterOnObject ()
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{
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if (!shatterEnabled) {
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return;
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}
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for (int i = 0; i < objectsToShatter.Count; i++) {
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if (objectsToShatter [i] != null) {
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if (objectsToShatter [i].transform.parent != null) {
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objectsToShatter [i].transform.SetParent (null);
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}
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}
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}
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for (int i = 0; i < numberOfShatters; i++) {
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randomShatter ();
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}
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checkEventOnShatter ();
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if (showDebugPrint) {
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print ("activate shatter on object " + gameObject.name);
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}
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}
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public void randomShatter ()
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{
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List<GameObject> adders = new List<GameObject> ();
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List<GameObject> removals = new List<GameObject> ();
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foreach (GameObject objectToShatter in objectsToShatter) {
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GameObject [] shatters = randomShatterSingle (objectToShatter);
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if (shatters != null) {
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foreach (GameObject add in shatters) {
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adders.Add (add);
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}
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removals.Add (objectToShatter);
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}
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}
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foreach (GameObject rem in removals) {
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objectsToShatter.Remove (rem);
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}
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foreach (GameObject add in adders) {
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objectsToShatter.Add (add);
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}
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}
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public GameObject [] randomShatterSingle (GameObject objectToShatter)
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{
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Vector3 shatterPosition = objectToShatter.transform.position;
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||||
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if (useCustomShatterPosition) {
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shatterPosition = customShatterPosition.position;
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}
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||||
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GameObject [] shatters = sliceSystemUtils.shatterObject (objectToShatter, shatterPosition, crossSectionMaterial);
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||||
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if (shatters != null && shatters.Length > 0) {
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objectToShatter.SetActive (false);
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||||
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||||
Vector3 cutPosition = objectToShatter.transform.position;
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||||
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// add rigidbodies and colliders
|
||||
foreach (GameObject shatteredObject in shatters) {
|
||||
shatteredObject.AddComponent<MeshCollider> ().convex = true;
|
||||
|
||||
if (applyForceOnShatter) {
|
||||
Rigidbody currentObjectRigidbody = shatteredObject.AddComponent<Rigidbody> ();
|
||||
|
||||
currentObjectRigidbody.AddExplosionForce (forceToApplyToCutPart, cutPosition, 10, 1, forceMode);
|
||||
} else {
|
||||
shatteredObject.AddComponent<Rigidbody> ();
|
||||
}
|
||||
|
||||
if (addSliceComponentToPieces) {
|
||||
surfaceToSlice newSurfaceToSlice = shatteredObject.AddComponent<surfaceToSlice> ();
|
||||
|
||||
newSurfaceToSlice.setCrossSectionMaterial (crossSectionMaterial);
|
||||
}
|
||||
|
||||
if (setNewLayerOnCut) {
|
||||
shatteredObject.layer = LayerMask.NameToLayer (newLayerOnCut);
|
||||
}
|
||||
|
||||
if (setNewTagOnCut) {
|
||||
shatteredObject.tag = newTagOnCut;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return shatters;
|
||||
}
|
||||
|
||||
public void checkEventOnShatter ()
|
||||
{
|
||||
if (useEventOnShatter) {
|
||||
eventOnShatter.Invoke ();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7c2ab5e2b6f547043ab73b6932dd3da6
|
||||
timeCreated: 1650697508
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
assetPath: Assets/Game Kit Controller/Scripts/Combat System/Melee Combat System/Slice
|
||||
System/runtimeShatterRecursive.cs
|
||||
uploadId: 814740
|
||||
@@ -0,0 +1,245 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class simpleSliceSystem : MonoBehaviour
|
||||
{
|
||||
[Header ("Main Settings")]
|
||||
[Space]
|
||||
|
||||
public bool sliceEnabled = true;
|
||||
|
||||
public GameObject objectToSlice;
|
||||
|
||||
public GameObject alternatePrefab;
|
||||
|
||||
public Material infillMaterial;
|
||||
|
||||
public surfaceToSlice mainSurfaceToSlice;
|
||||
|
||||
public Transform[] severables = new Transform[0];
|
||||
|
||||
[Space]
|
||||
[Header ("Slice Ragdoll Settings")]
|
||||
[Space]
|
||||
|
||||
public string prefabsPath = "";
|
||||
|
||||
public Material sliceMaterial;
|
||||
|
||||
public bool setTagOnSkeletonRigidbodies = true;
|
||||
|
||||
public string tagOnSkeletonRigidbodies = "box";
|
||||
|
||||
[Space]
|
||||
[Header ("Physics Settings")]
|
||||
[Space]
|
||||
|
||||
public bool ignoreUpdateLastObjectSpeed;
|
||||
|
||||
[Space]
|
||||
[Header ("Other Settings")]
|
||||
[Space]
|
||||
|
||||
public bool ignoreDestroyOriginalObject;
|
||||
|
||||
public UnityEvent eventsOnIgnoreDestroyOriginalObject;
|
||||
|
||||
[Space]
|
||||
|
||||
public bool setCustomIDOnSliceSpieces;
|
||||
|
||||
[Space]
|
||||
[Header ("Debug")]
|
||||
[Space]
|
||||
|
||||
public bool showDebugPrint;
|
||||
public bool sliceInitialized;
|
||||
|
||||
const string glyphs = "abcdefghijklmnopqrstuvwxyz0123456789";
|
||||
|
||||
string randomString = "";
|
||||
|
||||
|
||||
public string getRandomString ()
|
||||
{
|
||||
return randomString;
|
||||
}
|
||||
|
||||
public void setRandomString (string newValue)
|
||||
{
|
||||
if (randomString.Equals ("")) {
|
||||
randomString = newValue;
|
||||
}
|
||||
}
|
||||
|
||||
public void setRandomString ()
|
||||
{
|
||||
if (setCustomIDOnSliceSpieces) {
|
||||
if (randomString.Equals ("")) {
|
||||
int charAmount = UnityEngine.Random.Range (10, 20); //set those to the minimum and maximum length of your string
|
||||
|
||||
for (int i = 0; i < charAmount; i++) {
|
||||
randomString += glyphs [UnityEngine.Random.Range (0, glyphs.Length)];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void destroyAllSlicedPiecesByRandomString ()
|
||||
{
|
||||
if (setCustomIDOnSliceSpieces && randomString != "") {
|
||||
sliceSystemUtils.destroyAllSlicedPiecesByRandomString (randomString, gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void Awake ()
|
||||
{
|
||||
if (sliceEnabled) {
|
||||
initializeValuesOnHackableComponent ();
|
||||
}
|
||||
}
|
||||
|
||||
public void initializeValuesOnHackableComponent ()
|
||||
{
|
||||
if (sliceInitialized) {
|
||||
return;
|
||||
}
|
||||
|
||||
sliceSystemUtils.initializeValuesOnHackableComponent (gameObject, this);
|
||||
|
||||
sliceInitialized = true;
|
||||
}
|
||||
|
||||
public void setDestructionPending (bool state)
|
||||
{
|
||||
sliceSystemUtils.setDestructionPending (gameObject, state);
|
||||
}
|
||||
|
||||
public void activateSlice (Collider objectCollider, Vector3 newNormalInWorldSpaceValue,
|
||||
Vector3 positionInWorldSpace, Vector3 slicePosition, bool updateLastObjectSpeed, Vector3 lastSpeed)
|
||||
{
|
||||
if (!sliceEnabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 point = objectCollider.ClosestPointOnBounds (positionInWorldSpace);
|
||||
|
||||
if (mainSurfaceToSlice.useParticlesOnSlice) {
|
||||
Quaternion particlesRotation = Quaternion.LookRotation (newNormalInWorldSpaceValue);
|
||||
|
||||
Instantiate (mainSurfaceToSlice.particlesOnSlicePrefab, slicePosition, particlesRotation);
|
||||
}
|
||||
|
||||
sliceSystemUtils.sliceCharacter (objectToSlice, point, newNormalInWorldSpaceValue, updateLastObjectSpeed, lastSpeed);
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("Activate Slice on Character " + objectToSlice.name);
|
||||
}
|
||||
}
|
||||
|
||||
public void searchBodyParts ()
|
||||
{
|
||||
if (objectToSlice == null) {
|
||||
objectToSlice = gameObject;
|
||||
}
|
||||
|
||||
List<GameObject> bodyPartsList = new List<GameObject> ();
|
||||
|
||||
Component[] childrens = objectToSlice.GetComponentsInChildren (typeof(Rigidbody));
|
||||
|
||||
int childrensLength = childrens.Length;
|
||||
|
||||
for (int i = 0; i < childrensLength; i++) {
|
||||
|
||||
Rigidbody child = childrens [i] as Rigidbody;
|
||||
|
||||
Collider currentCollider = child.GetComponent<Collider> ();
|
||||
|
||||
if (currentCollider != null && !currentCollider.isTrigger) {
|
||||
|
||||
bodyPartsList.Add (child.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
severables = new Transform[bodyPartsList.Count];
|
||||
|
||||
for (int i = 0; i < bodyPartsList.Count; i++) {
|
||||
severables [i] = bodyPartsList [i].transform;
|
||||
}
|
||||
|
||||
if (!Application.isPlaying) {
|
||||
updateComponent ();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void setTagOnBodyParts (string newTag)
|
||||
{
|
||||
for (int i = 0; i < severables.Length; i++) {
|
||||
if (severables [i] != null) {
|
||||
severables [i].tag = newTag;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public GameObject getMainAlternatePrefab ()
|
||||
{
|
||||
return alternatePrefab;
|
||||
}
|
||||
|
||||
public Transform[] getSeverables ()
|
||||
{
|
||||
return severables;
|
||||
}
|
||||
|
||||
public void setNewSeverablesList (GameObject newObject)
|
||||
{
|
||||
if (newObject != null) {
|
||||
genericRagdollBuilder currentGenericRagdollBuilder = newObject.GetComponent<genericRagdollBuilder> ();
|
||||
|
||||
if (currentGenericRagdollBuilder != null) {
|
||||
int bonesCount = currentGenericRagdollBuilder.bones.Count;
|
||||
|
||||
severables = new Transform[bonesCount];
|
||||
|
||||
for (int i = 0; i < bonesCount; i++) {
|
||||
severables [i] = currentGenericRagdollBuilder.bones [i].anchor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void createRagdollPrefab ()
|
||||
{
|
||||
if (alternatePrefab == null) {
|
||||
prefabsPath = pathInfoValues.getSliceObjectsPrefabsPath ();
|
||||
|
||||
alternatePrefab = GKC_Utils.createSliceRagdollPrefab (objectToSlice, prefabsPath, sliceMaterial, setTagOnSkeletonRigidbodies, tagOnSkeletonRigidbodies);
|
||||
}
|
||||
}
|
||||
|
||||
public void setSliceEnabledState (bool state)
|
||||
{
|
||||
sliceEnabled = state;
|
||||
|
||||
if (sliceEnabled) {
|
||||
initializeValuesOnHackableComponent ();
|
||||
}
|
||||
}
|
||||
|
||||
public void setSliceEnabledStateFromEditor (bool state)
|
||||
{
|
||||
sliceEnabled = state;
|
||||
|
||||
updateComponent ();
|
||||
}
|
||||
|
||||
void updateComponent ()
|
||||
{
|
||||
GKC_Utils.updateComponent (this);
|
||||
|
||||
GKC_Utils.updateDirtyScene ("Update Simple Slice System " + gameObject.name, gameObject);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c9863965be858744cb7a238ad41d989d
|
||||
timeCreated: 1596432143
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
assetPath: Assets/Game Kit Controller/Scripts/Combat System/Melee Combat System/Slice
|
||||
System/simpleSliceSystem.cs
|
||||
uploadId: 814740
|
||||
@@ -0,0 +1,789 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class sliceSystem : MonoBehaviour
|
||||
{
|
||||
[Header ("Main Settings")]
|
||||
[Space]
|
||||
|
||||
public Vector3 cutOverlapBoxSize = new Vector3 (5, 0.1f, 5);
|
||||
|
||||
public bool activateRigidbodiesOnNewObjects;
|
||||
|
||||
public float minDelayToSliceSameObject = 0.3f;
|
||||
|
||||
[Space]
|
||||
[Header ("Objects To Affect Settings")]
|
||||
[Space]
|
||||
|
||||
public LayerMask targetToDamageLayer;
|
||||
|
||||
public bool useObjectsToIgnoreList;
|
||||
public List<GameObject> objectsToIgnoreList = new List<GameObject> ();
|
||||
|
||||
[Space]
|
||||
[Header ("Force Settings")]
|
||||
[Space]
|
||||
|
||||
public float forceToApplyToCutPart;
|
||||
public ForceMode forceMode;
|
||||
public float forceRadius;
|
||||
public float forceUp;
|
||||
|
||||
[Space]
|
||||
[Header ("Damage Settings")]
|
||||
[Space]
|
||||
|
||||
public bool activateDamageOnSlice;
|
||||
public float damageAmountToApplyOnSlice;
|
||||
public bool ignoreShieldOnDamage = true;
|
||||
public bool canActivateReactionSystemTemporally;
|
||||
public int damageReactionID = -1;
|
||||
|
||||
public int damageTypeID = -1;
|
||||
|
||||
[Space]
|
||||
[Header ("Physics Settings")]
|
||||
[Space]
|
||||
|
||||
public bool updateLastObjectSpeed;
|
||||
|
||||
public bool applyForcesOnObjectsDetected;
|
||||
public float addForceMultiplier;
|
||||
public bool applyImpactForceToVehicles;
|
||||
public float impactForceToVehiclesMultiplier;
|
||||
|
||||
public bool checkObjectLayerAndTagToApplyForces;
|
||||
|
||||
public LayerMask targetToApplyForceLayer;
|
||||
public List<string> tagetToApplyForceTagList = new List<string> ();
|
||||
|
||||
[Space]
|
||||
[Header ("Slice Transform Values Settings")]
|
||||
[Space]
|
||||
|
||||
public List<sliceTransformValuesInfo> sliceTransformValuesInfoList = new List<sliceTransformValuesInfo> ();
|
||||
|
||||
[Space]
|
||||
[Header ("Bullet Time Settings")]
|
||||
[Space]
|
||||
|
||||
public bool ignoreTimeBulletOnRegularSlice;
|
||||
|
||||
[Space]
|
||||
[Header ("Gizmo Settings")]
|
||||
[Space]
|
||||
|
||||
public bool showGizmo;
|
||||
public Color gizmoColor = Color.red;
|
||||
|
||||
public bool showDebugPrint;
|
||||
|
||||
[Space]
|
||||
[Header ("Components")]
|
||||
[Space]
|
||||
|
||||
public GameObject playerGameObject;
|
||||
|
||||
public Material defaultSliceMaterial;
|
||||
|
||||
public Transform cutPositionTransform;
|
||||
public Transform cutDirectionTransform;
|
||||
|
||||
public Transform planeDefiner1;
|
||||
public Transform planeDefiner2;
|
||||
public Transform planeDefiner3;
|
||||
|
||||
bool usingCustomCutValues;
|
||||
|
||||
surfaceToSlice currentSurfaceToSlice;
|
||||
|
||||
Collider [] hits;
|
||||
|
||||
List<GameObject> hitsGameObjectList = new List<GameObject> ();
|
||||
|
||||
bool collidersListSent;
|
||||
|
||||
Vector3 currentCutPosition;
|
||||
Quaternion currentCutRotation;
|
||||
Vector3 currentCutUp;
|
||||
Vector3 currentCutForward;
|
||||
|
||||
Vector3 currentCutDirection;
|
||||
|
||||
Vector3 currentPlaneDefiner1;
|
||||
Vector3 currentPlaneDefiner2;
|
||||
Vector3 currentPlaneDefiner3;
|
||||
|
||||
Vector3 currentCutOverlapBoxSize;
|
||||
|
||||
bool objectsDetectedOnLastSlice;
|
||||
|
||||
float lastTimeSliceActivated;
|
||||
|
||||
|
||||
public void setCustomSliceTransformValues (string sliceInfoName)
|
||||
{
|
||||
int sliceIndex = sliceTransformValuesInfoList.FindIndex (a => a.Name == sliceInfoName);
|
||||
|
||||
if (sliceIndex > -1) {
|
||||
sliceTransformValuesInfo currentSliceTransformValuesInfo = sliceTransformValuesInfoList [sliceIndex];
|
||||
|
||||
if (currentSliceTransformValuesInfo.sliceInfoEnabled) {
|
||||
setCustomCutTransformValues (currentSliceTransformValuesInfo.cutOverlapBoxSize,
|
||||
currentSliceTransformValuesInfo.cutPositionTransform,
|
||||
currentSliceTransformValuesInfo.cutDirectionTransform,
|
||||
currentSliceTransformValuesInfo.planeDefiner1,
|
||||
currentSliceTransformValuesInfo.planeDefiner2,
|
||||
currentSliceTransformValuesInfo.planeDefiner3);
|
||||
|
||||
activateCut ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void setCustomCutTransformValues (Vector3 newCutOverlapBoxSize,
|
||||
Transform newcutPositionTransform,
|
||||
Transform newCutDirectionTransform,
|
||||
|
||||
Transform newPlaneDefiner1,
|
||||
Transform newPlaneDefiner2,
|
||||
Transform newPlaneDefiner3)
|
||||
{
|
||||
usingCustomCutValues = true;
|
||||
|
||||
currentCutPosition = newcutPositionTransform.position;
|
||||
currentCutRotation = newcutPositionTransform.rotation;
|
||||
currentCutUp = newcutPositionTransform.up;
|
||||
currentCutForward = newcutPositionTransform.forward;
|
||||
|
||||
currentCutDirection = newCutDirectionTransform.right;
|
||||
|
||||
currentPlaneDefiner1 = newPlaneDefiner1.position;
|
||||
currentPlaneDefiner2 = newPlaneDefiner2.position;
|
||||
currentPlaneDefiner3 = newPlaneDefiner3.position;
|
||||
|
||||
currentCutOverlapBoxSize = newCutOverlapBoxSize;
|
||||
}
|
||||
|
||||
void setCurrentCutTransformValues ()
|
||||
{
|
||||
if (usingCustomCutValues) {
|
||||
|
||||
usingCustomCutValues = false;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
currentCutPosition = cutPositionTransform.position;
|
||||
currentCutRotation = cutPositionTransform.rotation;
|
||||
currentCutUp = cutPositionTransform.up;
|
||||
currentCutForward = cutPositionTransform.forward;
|
||||
|
||||
currentCutDirection = cutDirectionTransform.right;
|
||||
|
||||
currentPlaneDefiner1 = planeDefiner1.position;
|
||||
currentPlaneDefiner2 = planeDefiner2.position;
|
||||
currentPlaneDefiner3 = planeDefiner3.position;
|
||||
|
||||
currentCutOverlapBoxSize = cutOverlapBoxSize;
|
||||
}
|
||||
|
||||
bool currentSliceActivatedExternally;
|
||||
|
||||
public void activateCutExternally ()
|
||||
{
|
||||
currentSliceActivatedExternally = true;
|
||||
|
||||
activateCut ();
|
||||
}
|
||||
|
||||
public void activateCut ()
|
||||
{
|
||||
if (lastTimeSliceActivated > 0) {
|
||||
if (Time.time > lastTimeSliceActivated + 0.7f) {
|
||||
currentSliceActivatedExternally = false;
|
||||
|
||||
lastTimeSliceActivated = 0;
|
||||
}
|
||||
}
|
||||
|
||||
objectsDetectedOnLastSlice = false;
|
||||
|
||||
setCurrentCutTransformValues ();
|
||||
|
||||
hits = Physics.OverlapBox (currentCutPosition, currentCutOverlapBoxSize, currentCutRotation, targetToDamageLayer);
|
||||
|
||||
if (hits.Length > 0) {
|
||||
for (int i = 0; i < hits.Length; i++) {
|
||||
Collider currentCollider = hits [i];
|
||||
|
||||
processObject (currentCollider.gameObject, currentCollider, hits [i].ClosestPointOnBounds (currentCutPosition));
|
||||
}
|
||||
}
|
||||
|
||||
collidersListSent = false;
|
||||
|
||||
lastTimeSliceActivated = Time.time;
|
||||
}
|
||||
|
||||
public List<GameObject> getLastCollidersListDetected ()
|
||||
{
|
||||
hitsGameObjectList.Clear ();
|
||||
|
||||
if (!collidersListSent) {
|
||||
if (hits.Length > 0) {
|
||||
for (int i = 0; i < hits.Length; i++) {
|
||||
hitsGameObjectList.Add (hits [i].gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
collidersListSent = true;
|
||||
|
||||
return hitsGameObjectList;
|
||||
}
|
||||
|
||||
public void processObject (GameObject obj, Collider objectCollider, Vector3 slicePosition)
|
||||
{
|
||||
if (useObjectsToIgnoreList) {
|
||||
if (objectsToIgnoreList.Contains (obj)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
currentSurfaceToSlice = obj.GetComponent<surfaceToSlice> ();
|
||||
|
||||
if (currentSurfaceToSlice == null) {
|
||||
currentSurfaceToSlice = sliceSystemUtils.getSurfaceToSlice (obj);
|
||||
}
|
||||
|
||||
bool isVehicle = applyDamage.isVehicle (obj);
|
||||
|
||||
if (isVehicle) {
|
||||
GameObject currentVehicle = applyDamage.getVehicle (obj);
|
||||
|
||||
if (currentVehicle != null) {
|
||||
currentSurfaceToSlice = currentVehicle.GetComponent<surfaceToSlice> ();
|
||||
|
||||
if (currentSurfaceToSlice != null) {
|
||||
obj = currentVehicle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool objectIsSliceSurfaceDisabled = false;
|
||||
|
||||
bool objectCanBeSliced = false;
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("processing object " + obj.name);
|
||||
}
|
||||
|
||||
bool ignoreRegularDamageIfCutSurfaceNotEnabled = false;
|
||||
|
||||
bool isIgnoreDamageIfSliceNotActivatedActive = false;
|
||||
|
||||
if (currentSurfaceToSlice != null) {
|
||||
bool isCutSurfaceEnabled = currentSurfaceToSlice.isCutSurfaceEnabled ();
|
||||
|
||||
bool sliceCanBeActivated = currentSurfaceToSlice.sliceCanBeActivated (minDelayToSliceSameObject);
|
||||
|
||||
bool checkSliceDirectionResult = currentSurfaceToSlice.checkSliceDirectionResult (cutPositionTransform.right, cutPositionTransform.up);
|
||||
|
||||
isIgnoreDamageIfSliceNotActivatedActive = currentSurfaceToSlice.isIgnoreDamageIfSliceNotActivatedActive ();
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("Surface cut enabled state " + isCutSurfaceEnabled +
|
||||
" can activate slice " + sliceCanBeActivated +
|
||||
"check Slice Direction Result " + checkSliceDirectionResult);
|
||||
}
|
||||
|
||||
if (isCutSurfaceEnabled && sliceCanBeActivated && checkSliceDirectionResult) {
|
||||
|
||||
Material crossSectionMaterial = currentSurfaceToSlice.getCrossSectionMaterial ();
|
||||
|
||||
if (crossSectionMaterial == null) {
|
||||
crossSectionMaterial = defaultSliceMaterial;
|
||||
}
|
||||
|
||||
sliceCurrentObject (obj, objectCollider, crossSectionMaterial, slicePosition);
|
||||
|
||||
objectsDetectedOnLastSlice = true;
|
||||
|
||||
objectCanBeSliced = true;
|
||||
} else {
|
||||
if (isVehicle && isCutSurfaceEnabled) {
|
||||
objectCanBeSliced = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isCutSurfaceEnabled) {
|
||||
objectIsSliceSurfaceDisabled = true;
|
||||
|
||||
ignoreRegularDamageIfCutSurfaceNotEnabled = currentSurfaceToSlice.isIgnoreRegularDamageIfCutSurfaceNotEnabled ();
|
||||
}
|
||||
} else {
|
||||
if (showDebugPrint) {
|
||||
print ("Surface to slice not found on " + obj.name);
|
||||
}
|
||||
}
|
||||
|
||||
if (!objectCanBeSliced && !ignoreRegularDamageIfCutSurfaceNotEnabled) {
|
||||
if (activateDamageOnSlice && !isIgnoreDamageIfSliceNotActivatedActive) {
|
||||
Vector3 damagePosition = currentCutPosition;
|
||||
|
||||
if (applyDamage.checkIfDead (obj)) {
|
||||
damagePosition = obj.transform.position;
|
||||
}
|
||||
|
||||
applyDamage.checkCanBeDamaged (gameObject, obj, damageAmountToApplyOnSlice, -currentCutForward, damagePosition,
|
||||
playerGameObject, true, true, ignoreShieldOnDamage, false, true,
|
||||
canActivateReactionSystemTemporally, damageReactionID, damageTypeID);
|
||||
}
|
||||
|
||||
if (applyForcesOnObjectsDetected && !objectIsSliceSurfaceDisabled) {
|
||||
if (!checkObjectLayerAndTagToApplyForces ||
|
||||
((1 << obj.layer & targetToApplyForceLayer.value) == 1 << obj.layer && tagetToApplyForceTagList.Contains (obj.tag))) {
|
||||
checkForceToApplyOnObject (obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void sliceCurrentObject (GameObject obj, Collider objectCollider, Material crossSectionMaterial, Vector3 slicePosition)
|
||||
{
|
||||
if (showDebugPrint) {
|
||||
print ("\n\n");
|
||||
|
||||
print ("CHECKING IF OBJECT IS CHARACTER " + currentSurfaceToSlice.isObjectCharacter ());
|
||||
}
|
||||
|
||||
// slice the provided object using the transforms of this object
|
||||
if (currentSurfaceToSlice.isObjectCharacter ()) {
|
||||
|
||||
bool isCharacterOrVehicle = applyDamage.getCharacterOrVehicle (obj) != null;
|
||||
|
||||
bool objectIsDead = applyDamage.checkIfDead (obj);
|
||||
|
||||
if (isCharacterOrVehicle && !objectIsDead) {
|
||||
if (showDebugPrint) {
|
||||
print ("CONFIRMED " + obj.name + " can be sliced and is not dead, PROCESSING CHARACTER");
|
||||
}
|
||||
|
||||
processCharacter (obj);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("SLICING " + obj.name + " is character " + isCharacterOrVehicle + " is dead " + objectIsDead);
|
||||
}
|
||||
|
||||
Rigidbody mainObject = obj.GetComponent<Rigidbody> ();
|
||||
|
||||
bool mainObjectHasRigidbody = mainObject != null;
|
||||
|
||||
Vector3 lastSpeed = Vector3.zero;
|
||||
|
||||
if (mainObjectHasRigidbody) {
|
||||
lastSpeed = mainObject.linearVelocity;
|
||||
}
|
||||
|
||||
currentSurfaceToSlice.checkEventBeforeSlice ();
|
||||
|
||||
currentSurfaceToSlice.getMainSimpleSliceSystem ().activateSlice (objectCollider, positionInWorldSpace,
|
||||
normalInWorldSpace, slicePosition, updateLastObjectSpeed, lastSpeed);
|
||||
|
||||
currentSurfaceToSlice.checkEventOnCut ();
|
||||
|
||||
bool canCheckTimeBulletResult = true;
|
||||
|
||||
if (!currentSliceActivatedExternally) {
|
||||
if (ignoreTimeBulletOnRegularSlice) {
|
||||
canCheckTimeBulletResult = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (canCheckTimeBulletResult) {
|
||||
currentSurfaceToSlice.checkTimeBulletOnCut ();
|
||||
}
|
||||
} else {
|
||||
bool objectSliced = false;
|
||||
|
||||
GameObject object1 = null;
|
||||
GameObject object2 = null;
|
||||
|
||||
currentSurfaceToSlice.checkEventBeforeSlice ();
|
||||
|
||||
obj = currentSurfaceToSlice.getMainSurfaceToSlice ();
|
||||
|
||||
sliceSystemUtils.sliceObject (currentCutPosition, obj, currentCutUp, crossSectionMaterial, ref objectSliced, ref object1, ref object2);
|
||||
|
||||
Vector3 objectPosition = obj.transform.position;
|
||||
Quaternion objectRotation = obj.transform.rotation;
|
||||
|
||||
Transform objectParent = obj.transform.parent;
|
||||
|
||||
if (objectSliced) {
|
||||
if (currentSurfaceToSlice.useParticlesOnSlice) {
|
||||
Quaternion particlesRotation = Quaternion.LookRotation (positionInWorldSpace);
|
||||
|
||||
Instantiate (currentSurfaceToSlice.particlesOnSlicePrefab, slicePosition, particlesRotation);
|
||||
}
|
||||
|
||||
currentSurfaceToSlice.checkEventOnCut ();
|
||||
|
||||
bool canCheckTimeBulletResult = true;
|
||||
|
||||
if (!currentSliceActivatedExternally) {
|
||||
if (ignoreTimeBulletOnRegularSlice) {
|
||||
canCheckTimeBulletResult = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (canCheckTimeBulletResult) {
|
||||
currentSurfaceToSlice.checkTimeBulletOnCut ();
|
||||
}
|
||||
|
||||
|
||||
Rigidbody mainObject = obj.GetComponent<Rigidbody> ();
|
||||
bool mainObjectHasRigidbody = mainObject != null;
|
||||
|
||||
object1.transform.position = objectPosition;
|
||||
object1.transform.rotation = objectRotation;
|
||||
|
||||
object2.transform.position = objectPosition;
|
||||
object2.transform.rotation = objectRotation;
|
||||
|
||||
if (objectParent != null) {
|
||||
object1.transform.SetParent (objectParent);
|
||||
object2.transform.SetParent (objectParent);
|
||||
}
|
||||
|
||||
surfaceToSlice newSurfaceToSlice1 = object1.AddComponent<surfaceToSlice> ();
|
||||
surfaceToSlice newSurfaceToSlice2 = object2.AddComponent<surfaceToSlice> ();
|
||||
|
||||
currentSurfaceToSlice.copySurfaceInfo (newSurfaceToSlice1);
|
||||
currentSurfaceToSlice.copySurfaceInfo (newSurfaceToSlice2);
|
||||
|
||||
newSurfaceToSlice1.checkDestroySlicedPartsAfterDelay ();
|
||||
newSurfaceToSlice2.checkDestroySlicedPartsAfterDelay ();
|
||||
|
||||
float distance1 = GKC_Utils.distance (obj.transform.position, object1.transform.position);
|
||||
float distance2 = GKC_Utils.distance (obj.transform.position, object2.transform.position);
|
||||
|
||||
float currentForceToApply = forceToApplyToCutPart;
|
||||
|
||||
ForceMode currentForceMode = forceMode;
|
||||
|
||||
if (currentSurfaceToSlice.useCustomForceMode) {
|
||||
currentForceMode = currentSurfaceToSlice.customForceMode;
|
||||
}
|
||||
|
||||
if (mainObjectHasRigidbody || activateRigidbodiesOnNewObjects) {
|
||||
|
||||
if (currentSurfaceToSlice.useCustomForceAmount) {
|
||||
currentForceToApply = currentSurfaceToSlice.customForceAmount;
|
||||
}
|
||||
|
||||
Rigidbody object1Rigidbody = object1.AddComponent<Rigidbody> ();
|
||||
|
||||
Rigidbody object2Rigidbody = object2.AddComponent<Rigidbody> ();
|
||||
|
||||
object1Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
|
||||
object2Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
|
||||
object2Rigidbody.AddExplosionForce (currentForceToApply, currentCutPosition, forceRadius, forceUp, currentForceMode);
|
||||
|
||||
object1Rigidbody.AddExplosionForce (currentForceToApply, currentCutPosition, forceRadius, forceUp, currentForceMode);
|
||||
} else {
|
||||
if (currentSurfaceToSlice.useCustomForceAmount) {
|
||||
currentForceToApply = currentSurfaceToSlice.customForceAmount;
|
||||
}
|
||||
|
||||
if (distance1 < distance2) {
|
||||
Rigidbody object2Rigidbody = object2.AddComponent<Rigidbody> ();
|
||||
|
||||
object2Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
|
||||
object2Rigidbody.AddExplosionForce (currentForceToApply, currentCutPosition, forceRadius, forceUp, currentForceMode);
|
||||
} else {
|
||||
Rigidbody object1Rigidbody = object1.AddComponent<Rigidbody> ();
|
||||
|
||||
object1Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
|
||||
object1Rigidbody.AddExplosionForce (currentForceToApply, currentCutPosition, forceRadius, forceUp, currentForceMode);
|
||||
}
|
||||
}
|
||||
|
||||
if (currentSurfaceToSlice.useBoxCollider) {
|
||||
object1.AddComponent<BoxCollider> ();
|
||||
object2.AddComponent<BoxCollider> ();
|
||||
} else {
|
||||
MeshCollider object1Collider = object1.AddComponent<MeshCollider> ();
|
||||
MeshCollider object2Collider = object2.AddComponent<MeshCollider> ();
|
||||
|
||||
object1Collider.convex = true;
|
||||
object2Collider.convex = true;
|
||||
}
|
||||
|
||||
if (currentSurfaceToSlice.setNewLayerOnCut) {
|
||||
object1.layer = LayerMask.NameToLayer (currentSurfaceToSlice.newLayerOnCut);
|
||||
object2.layer = LayerMask.NameToLayer (currentSurfaceToSlice.newLayerOnCut);
|
||||
}
|
||||
|
||||
if (currentSurfaceToSlice.setNewTagOnCut) {
|
||||
object1.tag = currentSurfaceToSlice.tag;
|
||||
object2.tag = currentSurfaceToSlice.tag;
|
||||
}
|
||||
|
||||
obj.SetActive (false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void checkForceToApplyOnObject (GameObject objectToDamage)
|
||||
{
|
||||
Rigidbody objectToDamageRigidbody = objectToDamage.GetComponent<Rigidbody> ();
|
||||
|
||||
Vector3 forceDirection = currentCutDirection;
|
||||
|
||||
float forceAmount = addForceMultiplier;
|
||||
|
||||
float forceToVehiclesMultiplier = impactForceToVehiclesMultiplier;
|
||||
|
||||
if (applyImpactForceToVehicles) {
|
||||
Rigidbody objectToDamageMainRigidbody = applyDamage.applyForce (objectToDamage);
|
||||
|
||||
if (objectToDamageMainRigidbody) {
|
||||
Vector3 force = forceAmount * forceDirection;
|
||||
|
||||
bool isVehicle = applyDamage.isVehicle (objectToDamage);
|
||||
|
||||
if (isVehicle) {
|
||||
force *= forceToVehiclesMultiplier;
|
||||
}
|
||||
|
||||
objectToDamageMainRigidbody.AddForce (objectToDamageMainRigidbody.mass * force, forceMode);
|
||||
}
|
||||
} else {
|
||||
if (applyDamage.canApplyForce (objectToDamage)) {
|
||||
if (showDebugPrint) {
|
||||
print (objectToDamage.name);
|
||||
}
|
||||
|
||||
Vector3 force = forceAmount * forceDirection;
|
||||
|
||||
if (objectToDamageRigidbody == null) {
|
||||
objectToDamageRigidbody = objectToDamage.GetComponent<Rigidbody> ();
|
||||
}
|
||||
|
||||
objectToDamageRigidbody.AddForce (objectToDamageRigidbody.mass * force, forceMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 positionInWorldSpace
|
||||
{
|
||||
get
|
||||
{
|
||||
return (currentPlaneDefiner1 + currentPlaneDefiner2 + currentPlaneDefiner3) / 3f;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 normalInWorldSpace
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector3 t0 = currentPlaneDefiner1;
|
||||
Vector3 t1 = currentPlaneDefiner2;
|
||||
Vector3 t2 = currentPlaneDefiner3;
|
||||
|
||||
Vector3 vectorValue;
|
||||
|
||||
vectorValue.x = t0.y * (t1.z - t2.z) + t1.y * (t2.z - t0.z) + t2.y * (t0.z - t1.z);
|
||||
vectorValue.y = t0.z * (t1.x - t2.x) + t1.z * (t2.x - t0.x) + t2.z * (t0.x - t1.x);
|
||||
vectorValue.z = t0.x * (t1.y - t2.y) + t1.x * (t2.y - t0.y) + t2.x * (t0.y - t1.y);
|
||||
|
||||
return vectorValue;
|
||||
}
|
||||
}
|
||||
|
||||
void processCharacter (GameObject currentCharacter)
|
||||
{
|
||||
StartCoroutine (processCharacterCoroutine (currentCharacter));
|
||||
}
|
||||
|
||||
List<Collider> colliders = new List<Collider> ();
|
||||
|
||||
IEnumerator processCharacterCoroutine (GameObject currentCharacter)
|
||||
{
|
||||
applyDamage.pushCharacterWithoutForceAndPauseGetUp (currentCharacter);
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("ragdoll " + currentCharacter.name);
|
||||
}
|
||||
|
||||
yield return new WaitForEndOfFrame ();
|
||||
|
||||
List<Collider> temporalHitsList = new List<Collider> ();
|
||||
|
||||
if (hits.Length > 0) {
|
||||
for (int i = 0; i < hits.Length; i++) {
|
||||
temporalHitsList.Add (hits [i]);
|
||||
}
|
||||
}
|
||||
|
||||
Collider [] temporalHits = Physics.OverlapBox (currentCutPosition, currentCutOverlapBoxSize, currentCutRotation, targetToDamageLayer);
|
||||
|
||||
bool bodyPartFound = false;
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("activating ragdoll on " + currentCharacter.name);
|
||||
}
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("\n\n");
|
||||
}
|
||||
|
||||
if (temporalHits.Length > 0) {
|
||||
bool ragdollCollidersFoundOnCharacter = false;
|
||||
|
||||
colliders = null;
|
||||
|
||||
ragdollActivator currentRagdollActivator = currentCharacter.GetComponent<ragdollActivator> ();
|
||||
|
||||
if (currentRagdollActivator != null) {
|
||||
colliders = currentRagdollActivator.getBodyColliderList ();
|
||||
|
||||
if (colliders != null && colliders.Count > 0) {
|
||||
ragdollCollidersFoundOnCharacter = true;
|
||||
}
|
||||
}
|
||||
|
||||
Collider colliderToCheck = null;
|
||||
|
||||
float minDistance = 1000;
|
||||
|
||||
for (int i = 0; i < temporalHits.Length; i++) {
|
||||
Collider currentCollider = temporalHits [i];
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("checking " + currentCollider.name);
|
||||
}
|
||||
|
||||
if (!temporalHitsList.Contains (currentCollider)) {
|
||||
|
||||
bool canActivateSliceResult = false;
|
||||
|
||||
if (ragdollCollidersFoundOnCharacter) {
|
||||
if (showDebugPrint) {
|
||||
print ("ragoll detected");
|
||||
}
|
||||
|
||||
if (colliders.Contains (currentCollider)) {
|
||||
canActivateSliceResult = true;
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("ragdoll part found");
|
||||
}
|
||||
}
|
||||
} else {
|
||||
canActivateSliceResult = true;
|
||||
}
|
||||
|
||||
if (canActivateSliceResult) {
|
||||
if (showDebugPrint) {
|
||||
print (currentCollider.name + " body part when killing");
|
||||
}
|
||||
|
||||
if (applyDamage.isCharacter (currentCollider.gameObject)) {
|
||||
bodyPartFound = true;
|
||||
|
||||
float currentDistance = GKC_Utils.distance (currentCutPosition, currentCollider.transform.position);
|
||||
|
||||
if (currentDistance < minDistance) {
|
||||
minDistance = currentDistance;
|
||||
|
||||
colliderToCheck = currentCollider;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (showDebugPrint) {
|
||||
print (currentCollider.name + " already on temporal hist list");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (bodyPartFound) {
|
||||
if (currentCharacter != null) {
|
||||
applyDamage.killCharacter (currentCharacter);
|
||||
}
|
||||
|
||||
processObject (colliderToCheck.gameObject, colliderToCheck, currentCutPosition);
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugPrint) {
|
||||
print (temporalHits.Length + " " + bodyPartFound);
|
||||
}
|
||||
}
|
||||
|
||||
public bool anyObjectDetectedOnLastSlice ()
|
||||
{
|
||||
return objectsDetectedOnLastSlice;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmos ()
|
||||
{
|
||||
if (!showGizmo) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
|
||||
DrawGizmos ();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected ()
|
||||
{
|
||||
DrawGizmos ();
|
||||
}
|
||||
|
||||
void DrawGizmos ()
|
||||
{
|
||||
if (showGizmo) {
|
||||
if (usingCustomCutValues) {
|
||||
GKC_Utils.drawRectangleGizmo (currentCutPosition, currentCutRotation,
|
||||
Vector3.zero, currentCutOverlapBoxSize, gizmoColor);
|
||||
} else {
|
||||
GKC_Utils.drawRectangleGizmo (cutPositionTransform.position, cutPositionTransform.rotation,
|
||||
Vector3.zero, cutOverlapBoxSize, gizmoColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
[System.Serializable]
|
||||
public class sliceTransformValuesInfo
|
||||
{
|
||||
public string Name;
|
||||
public bool sliceInfoEnabled;
|
||||
|
||||
public Vector3 cutOverlapBoxSize = new Vector3 (5, 0.1f, 5);
|
||||
|
||||
public Transform cutPositionTransform;
|
||||
public Transform cutDirectionTransform;
|
||||
|
||||
public Transform planeDefiner1;
|
||||
public Transform planeDefiner2;
|
||||
public Transform planeDefiner3;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f57840be6508904eb0570cc3ca3289b
|
||||
timeCreated: 1594988061
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
assetPath: Assets/Game Kit Controller/Scripts/Combat System/Melee Combat System/Slice
|
||||
System/sliceSystem.cs
|
||||
uploadId: 814740
|
||||
@@ -0,0 +1,434 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
//using EzySlice;
|
||||
|
||||
//using NobleMuffins.LimbHacker.Guts;
|
||||
//using NobleMuffins.LimbHacker;
|
||||
|
||||
public class sliceSystemUtils : MonoBehaviour
|
||||
{
|
||||
|
||||
public static void sliceObject (Vector3 slicePosition, GameObject objectToSlice, Vector3 cutDirection, Material crossSectionMaterial, ref bool objectSliced, ref GameObject object1, ref GameObject object2)
|
||||
{
|
||||
//SlicedHull hull = objectToSlice.SliceObject (slicePosition, cutDirection, crossSectionMaterial);
|
||||
|
||||
//if (hull != null) {
|
||||
|
||||
// objectSliced = true;
|
||||
|
||||
// object1 = hull.CreateLowerHull (objectToSlice, crossSectionMaterial);
|
||||
// object2 = hull.CreateUpperHull (objectToSlice, crossSectionMaterial);
|
||||
//}
|
||||
}
|
||||
|
||||
public static surfaceToSlice getSurfaceToSlice (GameObject currentSurface)
|
||||
{
|
||||
//ChildOfHackable currentChildOfHackable = currentSurface.GetComponent<ChildOfHackable> ();
|
||||
|
||||
//if (currentChildOfHackable != null) {
|
||||
// return currentChildOfHackable.parentHackable.mainSurfaceToSlice;
|
||||
//}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public static void initializeValuesOnHackableComponent (GameObject objectToUse, simpleSliceSystem currentSimpleSliceSystem)
|
||||
{
|
||||
//Hackable currentHackable = objectToUse.GetComponent<Hackable> ();
|
||||
|
||||
//if (currentHackable == null) {
|
||||
// currentHackable = objectToUse.AddComponent<Hackable> ();
|
||||
//}
|
||||
|
||||
//currentHackable.mainSurfaceToSlice = currentSimpleSliceSystem.mainSurfaceToSlice;
|
||||
|
||||
//currentHackable.alternatePrefab = currentSimpleSliceSystem.getMainAlternatePrefab ();
|
||||
|
||||
//currentHackable.objectToSlice = currentSimpleSliceSystem.objectToSlice;
|
||||
|
||||
//currentHackable.infillMaterial = currentSimpleSliceSystem.infillMaterial;
|
||||
|
||||
//currentHackable.severables = currentSimpleSliceSystem.getSeverables ();
|
||||
|
||||
//currentHackable.ignoreUpdateLastObjectSpeed = currentSimpleSliceSystem.ignoreUpdateLastObjectSpeed;
|
||||
|
||||
//currentHackable.ignoreDestroyOriginalObject = currentSimpleSliceSystem.ignoreDestroyOriginalObject;
|
||||
|
||||
//currentHackable.eventsOnIgnoreDestroyOriginalObject = currentSimpleSliceSystem.eventsOnIgnoreDestroyOriginalObject;
|
||||
|
||||
//currentHackable.setCustomIDOnSliceSpieces = currentSimpleSliceSystem.setCustomIDOnSliceSpieces;
|
||||
|
||||
//if (currentSimpleSliceSystem.setCustomIDOnSliceSpieces) {
|
||||
// currentSimpleSliceSystem.setRandomString ();
|
||||
|
||||
// currentHackable.setRandomString (currentSimpleSliceSystem.getRandomString ());
|
||||
//}
|
||||
|
||||
//currentHackable.initializeValues ();
|
||||
}
|
||||
|
||||
public static void setDestructionPending (GameObject objectToUse, bool state)
|
||||
{
|
||||
//Hackable currentHackable = objectToUse.GetComponent<Hackable> ();
|
||||
|
||||
//if (currentHackable == null) {
|
||||
// currentHackable = objectToUse.AddComponent<Hackable> ();
|
||||
//}
|
||||
|
||||
//if (currentHackable != null) {
|
||||
// currentHackable.setDestructionPending (state);
|
||||
//}
|
||||
}
|
||||
|
||||
public static void sliceCharacter (GameObject objectToSlice, Vector3 point, Vector3 newNormalInWorldSpaceValue,
|
||||
bool updateLastObjectSpeed, Vector3 lastSpeed)
|
||||
{
|
||||
if (objectToSlice == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
//Hackable currentHackable = objectToSlice.GetComponent<Hackable> ();
|
||||
|
||||
//if (currentHackable != null) {
|
||||
// currentHackable.activateSlice (objectToSlice, point, newNormalInWorldSpaceValue, updateLastObjectSpeed, lastSpeed);
|
||||
//}
|
||||
}
|
||||
|
||||
|
||||
public static GameObject[] shatterObject (GameObject obj, Vector3 shatterPosition, Material crossSectionMaterial = null, bool shaterActive = true)
|
||||
{
|
||||
//if (shaterActive) {
|
||||
// return obj.SliceInstantiate (getRandomPlane (shatterPosition, obj.transform.localScale),
|
||||
// new TextureRegion (0.0f, 0.0f, 1.0f, 1.0f),
|
||||
// crossSectionMaterial);
|
||||
//}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
//public static EzySlice.Plane getRandomPlane (Vector3 positionOffset, Vector3 scaleOffset)
|
||||
//{
|
||||
// Vector3 randomPosition = Random.insideUnitSphere;
|
||||
// Vector3 randomDirection = Random.insideUnitSphere.normalized;
|
||||
|
||||
// return new EzySlice.Plane (randomPosition, randomDirection);
|
||||
//}
|
||||
|
||||
public static void destroyAllSlicedPiecesByRandomString (string stringValue, GameObject mainObjectToIgnore)
|
||||
{
|
||||
//Hackable[] HackableList = FindObjectsOfType<Hackable> ();
|
||||
|
||||
//int HackableListLength = HackableList.Length;
|
||||
|
||||
//for (int i = 0; i < HackableListLength; i++) {
|
||||
// Hackable currentHackable = HackableList [i] as Hackable;
|
||||
|
||||
// if (mainObjectToIgnore != currentHackable.gameObject && currentHackable.getRandomString ().Equals (stringValue)) {
|
||||
// Destroy (currentHackable.gameObject);
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
|
||||
public static void processObjectToSlice (GameObject objectToCheck, Collider objectCollider,
|
||||
Vector3 slicePosition, Quaternion sliceRotation,
|
||||
float minDelayToSliceSameObject, Vector3 sliceUpDirection,
|
||||
Vector3 sliceRightDirection, Vector3 sliceForwardDirection,
|
||||
float forceToApplyToCutPart, LayerMask targetToDamageLayer,
|
||||
bool randomSliceDirection, bool showSliceGizmo,
|
||||
bool activateRigidbodiesOnNewObjects)
|
||||
{
|
||||
surfaceToSlice currentSurfaceToSlice = objectToCheck.GetComponent<surfaceToSlice> ();
|
||||
|
||||
if (currentSurfaceToSlice == null) {
|
||||
currentSurfaceToSlice = sliceSystemUtils.getSurfaceToSlice (objectToCheck);
|
||||
}
|
||||
|
||||
if (currentSurfaceToSlice != null) {
|
||||
bool isCutSurfaceEnabled = currentSurfaceToSlice.isCutSurfaceEnabled ();
|
||||
|
||||
if (isCutSurfaceEnabled && currentSurfaceToSlice.sliceCanBeActivated (minDelayToSliceSameObject)) {
|
||||
sliceCurrentObject (currentSurfaceToSlice, objectToCheck, objectCollider,
|
||||
currentSurfaceToSlice.getCrossSectionMaterial (),
|
||||
slicePosition, sliceRotation, sliceUpDirection, sliceRightDirection,
|
||||
sliceForwardDirection, forceToApplyToCutPart, minDelayToSliceSameObject,
|
||||
targetToDamageLayer, randomSliceDirection, showSliceGizmo, activateRigidbodiesOnNewObjects);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void sliceCurrentObject (surfaceToSlice currentSurfaceToSlice, GameObject objectToCheck,
|
||||
Collider objectCollider, Material crossSectionMaterial,
|
||||
Vector3 slicePosition, Quaternion sliceRotation,
|
||||
Vector3 sliceUpDirection, Vector3 sliceRightDirection, Vector3 sliceForwardDirection,
|
||||
float forceToApplyToCutPart, float minDelayToSliceSameObject,
|
||||
LayerMask targetToDamageLayer, bool randomSliceDirection, bool showSliceGizmo,
|
||||
bool activateRigidbodiesOnNewObjects)
|
||||
{
|
||||
if (currentSurfaceToSlice.isObjectCharacter ()) {
|
||||
if (applyDamage.getCharacterOrVehicle (objectToCheck) != null && !applyDamage.checkIfDead (objectToCheck)) {
|
||||
processCharacter (objectToCheck, slicePosition, sliceRotation,
|
||||
minDelayToSliceSameObject, sliceUpDirection,
|
||||
sliceRightDirection, sliceForwardDirection, forceToApplyToCutPart,
|
||||
targetToDamageLayer, randomSliceDirection, showSliceGizmo, activateRigidbodiesOnNewObjects);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
Rigidbody mainObject = objectToCheck.GetComponent<Rigidbody> ();
|
||||
|
||||
bool mainObjectHasRigidbody = mainObject != null;
|
||||
|
||||
Vector3 lastSpeed = Vector3.zero;
|
||||
|
||||
if (mainObjectHasRigidbody) {
|
||||
lastSpeed = mainObject.linearVelocity;
|
||||
}
|
||||
|
||||
Vector3 planeDefiner1 = slicePosition - 0.2f * sliceForwardDirection;
|
||||
Vector3 planeDefiner2 = slicePosition + 0.2f * sliceRightDirection;
|
||||
Vector3 planeDefiner3 = slicePosition - 0.2f * sliceRightDirection;
|
||||
|
||||
Vector3 positionInWorldSpace = (planeDefiner1 + planeDefiner2 + planeDefiner3) / 3f;
|
||||
|
||||
Vector3 normalInWorldSpace = Vector3.zero;
|
||||
|
||||
Vector3 t0 = planeDefiner1;
|
||||
Vector3 t1 = planeDefiner2;
|
||||
Vector3 t2 = planeDefiner3;
|
||||
|
||||
normalInWorldSpace.x = t0.y * (t1.z - t2.z) + t1.y * (t2.z - t0.z) + t2.y * (t0.z - t1.z);
|
||||
normalInWorldSpace.y = t0.z * (t1.x - t2.x) + t1.z * (t2.x - t0.x) + t2.z * (t0.x - t1.x);
|
||||
normalInWorldSpace.z = t0.x * (t1.y - t2.y) + t1.x * (t2.y - t0.y) + t2.x * (t0.y - t1.y);
|
||||
|
||||
if (showSliceGizmo) {
|
||||
Vector3 rayDirection1 = slicePosition;
|
||||
Vector3 rayDirection2 = sliceForwardDirection;
|
||||
|
||||
Debug.DrawRay (rayDirection1, rayDirection2, Color.blue, 5);
|
||||
|
||||
rayDirection1 = slicePosition + sliceForwardDirection + sliceRightDirection;
|
||||
rayDirection2 = sliceRightDirection;
|
||||
|
||||
Debug.DrawRay (rayDirection1, rayDirection2, Color.blue, 5);
|
||||
|
||||
rayDirection1 = slicePosition - sliceForwardDirection + sliceRightDirection;
|
||||
rayDirection2 = sliceRightDirection;
|
||||
|
||||
Debug.DrawRay (rayDirection1, rayDirection2, Color.blue, 5);
|
||||
}
|
||||
|
||||
currentSurfaceToSlice.checkEventBeforeSlice ();
|
||||
|
||||
currentSurfaceToSlice.getMainSimpleSliceSystem ().activateSlice (objectCollider, positionInWorldSpace,
|
||||
normalInWorldSpace, slicePosition, true, lastSpeed);
|
||||
|
||||
currentSurfaceToSlice.checkEventOnCut ();
|
||||
|
||||
currentSurfaceToSlice.checkTimeBulletOnCut ();
|
||||
} else {
|
||||
bool objectSliced = false;
|
||||
|
||||
GameObject object1 = null;
|
||||
GameObject object2 = null;
|
||||
|
||||
Vector3 sliceDirection = sliceUpDirection;
|
||||
|
||||
if (randomSliceDirection) {
|
||||
sliceDirection = Quaternion.Euler (Random.Range (0, 361) * sliceForwardDirection) * sliceDirection;
|
||||
}
|
||||
|
||||
currentSurfaceToSlice.checkEventBeforeSlice ();
|
||||
|
||||
objectToCheck = currentSurfaceToSlice.getMainSurfaceToSlice ();
|
||||
|
||||
sliceSystemUtils.sliceObject (slicePosition, objectToCheck, sliceDirection, crossSectionMaterial, ref objectSliced, ref object1, ref object2);
|
||||
|
||||
Vector3 objectPosition = objectToCheck.transform.position;
|
||||
Quaternion objectRotation = objectToCheck.transform.rotation;
|
||||
|
||||
Transform objectParent = objectToCheck.transform.parent;
|
||||
|
||||
if (objectSliced) {
|
||||
if (currentSurfaceToSlice.useParticlesOnSlice) {
|
||||
Vector3 planeDefiner1 = slicePosition - 0.2f * sliceForwardDirection;
|
||||
Vector3 planeDefiner2 = slicePosition + 0.2f * sliceRightDirection;
|
||||
Vector3 planeDefiner3 = slicePosition - 0.2f * sliceRightDirection;
|
||||
|
||||
Vector3 positionInWorldSpace = (planeDefiner1 + planeDefiner2 + planeDefiner3) / 3f;
|
||||
|
||||
Quaternion particlesRotation = Quaternion.LookRotation (positionInWorldSpace);
|
||||
|
||||
Instantiate (currentSurfaceToSlice.particlesOnSlicePrefab, slicePosition, particlesRotation);
|
||||
}
|
||||
|
||||
currentSurfaceToSlice.checkEventOnCut ();
|
||||
|
||||
currentSurfaceToSlice.checkTimeBulletOnCut ();
|
||||
|
||||
Rigidbody mainObject = objectToCheck.GetComponent<Rigidbody> ();
|
||||
bool mainObjectHasRigidbody = mainObject != null;
|
||||
|
||||
object1.transform.position = objectPosition;
|
||||
object1.transform.rotation = objectRotation;
|
||||
|
||||
object2.transform.position = objectPosition;
|
||||
object2.transform.rotation = objectRotation;
|
||||
|
||||
if (objectParent != null) {
|
||||
object1.transform.SetParent (objectParent);
|
||||
object2.transform.SetParent (objectParent);
|
||||
}
|
||||
|
||||
surfaceToSlice newSurfaceToSlice1 = object1.AddComponent<surfaceToSlice> ();
|
||||
surfaceToSlice newSurfaceToSlice2 = object2.AddComponent<surfaceToSlice> ();
|
||||
|
||||
currentSurfaceToSlice.copySurfaceInfo (newSurfaceToSlice1);
|
||||
currentSurfaceToSlice.copySurfaceInfo (newSurfaceToSlice2);
|
||||
|
||||
newSurfaceToSlice1.checkDestroySlicedPartsAfterDelay ();
|
||||
newSurfaceToSlice2.checkDestroySlicedPartsAfterDelay ();
|
||||
|
||||
float currentForceToApply = forceToApplyToCutPart;
|
||||
|
||||
ForceMode currentForceMode = ForceMode.Impulse;
|
||||
|
||||
if (currentSurfaceToSlice.useCustomForceMode) {
|
||||
currentForceMode = currentSurfaceToSlice.customForceMode;
|
||||
}
|
||||
|
||||
if (mainObjectHasRigidbody || activateRigidbodiesOnNewObjects) {
|
||||
|
||||
if (currentSurfaceToSlice.useCustomForceAmount) {
|
||||
currentForceToApply = currentSurfaceToSlice.customForceAmount;
|
||||
}
|
||||
|
||||
Rigidbody object1Rigidbody = object1.AddComponent<Rigidbody> ();
|
||||
|
||||
Rigidbody object2Rigidbody = object2.AddComponent<Rigidbody> ();
|
||||
|
||||
object2Rigidbody.AddExplosionForce (currentForceToApply, slicePosition, 10, 1, currentForceMode);
|
||||
|
||||
object1Rigidbody.AddExplosionForce (currentForceToApply, slicePosition, 10, 1, currentForceMode);
|
||||
} else {
|
||||
if (currentSurfaceToSlice.useCustomForceAmount) {
|
||||
currentForceToApply = currentSurfaceToSlice.customForceAmount;
|
||||
}
|
||||
|
||||
Rigidbody object2Rigidbody = object2.AddComponent<Rigidbody> ();
|
||||
|
||||
object2Rigidbody.AddExplosionForce (currentForceToApply, slicePosition, 10, 1, currentForceMode);
|
||||
|
||||
Rigidbody object1Rigidbody = object1.AddComponent<Rigidbody> ();
|
||||
|
||||
object1Rigidbody.AddExplosionForce (currentForceToApply, slicePosition, 10, 1, currentForceMode);
|
||||
|
||||
}
|
||||
|
||||
if (currentSurfaceToSlice.useBoxCollider) {
|
||||
object1.AddComponent<BoxCollider> ();
|
||||
object2.AddComponent<BoxCollider> ();
|
||||
} else {
|
||||
MeshCollider object1Collider = object1.AddComponent<MeshCollider> ();
|
||||
MeshCollider object2Collider = object2.AddComponent<MeshCollider> ();
|
||||
|
||||
object1Collider.convex = true;
|
||||
object2Collider.convex = true;
|
||||
}
|
||||
|
||||
if (currentSurfaceToSlice.setNewLayerOnCut) {
|
||||
object1.layer = LayerMask.NameToLayer (currentSurfaceToSlice.newLayerOnCut);
|
||||
object2.layer = LayerMask.NameToLayer (currentSurfaceToSlice.newLayerOnCut);
|
||||
}
|
||||
|
||||
if (currentSurfaceToSlice.setNewTagOnCut) {
|
||||
object1.tag = currentSurfaceToSlice.newTagOnCut;
|
||||
object2.tag = currentSurfaceToSlice.newTagOnCut;
|
||||
}
|
||||
|
||||
objectToCheck.SetActive (false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void processCharacter (GameObject currentCharacter, Vector3 slicePosition, Quaternion sliceRotation,
|
||||
float minDelayToSliceSameObject, Vector3 sliceUpDirection,
|
||||
Vector3 sliceRightDirection, Vector3 sliceForwardDirection,
|
||||
float forceToApplyToCutPart, LayerMask targetToDamageLayer,
|
||||
bool randomSliceDirection, bool showSliceGizmo,
|
||||
bool activateRigidbodiesOnNewObjects)
|
||||
{
|
||||
applyDamage.pushCharacterWithoutForceAndPauseGetUp (currentCharacter);
|
||||
|
||||
Collider[] temporalHits = Physics.OverlapBox (slicePosition, new Vector3 (0.2f, 0.2f, 0.2f), sliceRotation,
|
||||
targetToDamageLayer);
|
||||
|
||||
if (showSliceGizmo) {
|
||||
Vector3 rayDirection1 = slicePosition;
|
||||
Vector3 rayDirection2 = sliceForwardDirection;
|
||||
|
||||
Debug.DrawRay (rayDirection1, rayDirection2, Color.blue, 5);
|
||||
|
||||
rayDirection1 = slicePosition + sliceForwardDirection + sliceRightDirection;
|
||||
rayDirection2 = sliceRightDirection;
|
||||
|
||||
Debug.DrawRay (rayDirection1, rayDirection2, Color.blue, 5);
|
||||
|
||||
rayDirection1 = slicePosition - sliceForwardDirection + sliceRightDirection;
|
||||
rayDirection2 = sliceRightDirection;
|
||||
|
||||
Debug.DrawRay (rayDirection1, rayDirection2, Color.blue, 5);
|
||||
}
|
||||
|
||||
bool bodyPartFound = false;
|
||||
|
||||
if (temporalHits.Length > 0) {
|
||||
if (showSliceGizmo) {
|
||||
print ("objects detected amount " + temporalHits.Length);
|
||||
|
||||
for (int i = 0; i < temporalHits.Length; i++) {
|
||||
print (temporalHits [i].name);
|
||||
}
|
||||
}
|
||||
|
||||
Collider colliderToCheck = null;
|
||||
|
||||
float minDistance = 1000;
|
||||
|
||||
for (int i = 0; i < temporalHits.Length; i++) {
|
||||
Collider currentCollider = temporalHits [i];
|
||||
|
||||
if (applyDamage.isCharacter (currentCollider.gameObject)) {
|
||||
bodyPartFound = true;
|
||||
|
||||
float currentDistance = GKC_Utils.distance (slicePosition, currentCollider.transform.position);
|
||||
|
||||
if (currentDistance < minDistance) {
|
||||
minDistance = currentDistance;
|
||||
|
||||
colliderToCheck = currentCollider;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (bodyPartFound) {
|
||||
if (currentCharacter != null) {
|
||||
applyDamage.killCharacter (currentCharacter);
|
||||
}
|
||||
|
||||
if (showSliceGizmo) {
|
||||
print ("body part detected " + colliderToCheck.name);
|
||||
}
|
||||
|
||||
processObjectToSlice (colliderToCheck.gameObject, colliderToCheck,
|
||||
slicePosition, sliceRotation,
|
||||
minDelayToSliceSameObject, sliceUpDirection,
|
||||
sliceRightDirection, sliceForwardDirection,
|
||||
forceToApplyToCutPart, targetToDamageLayer, randomSliceDirection, showSliceGizmo,
|
||||
activateRigidbodiesOnNewObjects);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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|
||||
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||||
guid: 30cb00ac6203f75449414e05cf26c702
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||||
timeCreated: 1603579394
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||||
licenseType: Store
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||||
MonoImporter:
|
||||
serializedVersion: 2
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||||
defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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||||
assetBundleVariant:
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AssetOrigin:
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||||
serializedVersion: 1
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productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
assetPath: Assets/Game Kit Controller/Scripts/Combat System/Melee Combat System/Slice
|
||||
System/sliceSystemUtils.cs
|
||||
uploadId: 814740
|
||||
Reference in New Issue
Block a user