add ckg
plantilla base para movimiento básico
This commit is contained in:
@@ -0,0 +1,789 @@
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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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public class sliceSystem : MonoBehaviour
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{
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[Header ("Main Settings")]
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[Space]
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public Vector3 cutOverlapBoxSize = new Vector3 (5, 0.1f, 5);
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public bool activateRigidbodiesOnNewObjects;
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public float minDelayToSliceSameObject = 0.3f;
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[Space]
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[Header ("Objects To Affect Settings")]
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[Space]
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public LayerMask targetToDamageLayer;
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public bool useObjectsToIgnoreList;
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public List<GameObject> objectsToIgnoreList = new List<GameObject> ();
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[Space]
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[Header ("Force Settings")]
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[Space]
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public float forceToApplyToCutPart;
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public ForceMode forceMode;
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public float forceRadius;
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public float forceUp;
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[Space]
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[Header ("Damage Settings")]
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[Space]
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public bool activateDamageOnSlice;
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public float damageAmountToApplyOnSlice;
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public bool ignoreShieldOnDamage = true;
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public bool canActivateReactionSystemTemporally;
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public int damageReactionID = -1;
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public int damageTypeID = -1;
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[Space]
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[Header ("Physics Settings")]
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[Space]
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public bool updateLastObjectSpeed;
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public bool applyForcesOnObjectsDetected;
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public float addForceMultiplier;
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public bool applyImpactForceToVehicles;
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public float impactForceToVehiclesMultiplier;
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public bool checkObjectLayerAndTagToApplyForces;
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public LayerMask targetToApplyForceLayer;
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public List<string> tagetToApplyForceTagList = new List<string> ();
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[Space]
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[Header ("Slice Transform Values Settings")]
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[Space]
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public List<sliceTransformValuesInfo> sliceTransformValuesInfoList = new List<sliceTransformValuesInfo> ();
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[Space]
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[Header ("Bullet Time Settings")]
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[Space]
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public bool ignoreTimeBulletOnRegularSlice;
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[Space]
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[Header ("Gizmo Settings")]
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[Space]
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public bool showGizmo;
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public Color gizmoColor = Color.red;
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public bool showDebugPrint;
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[Space]
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[Header ("Components")]
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[Space]
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public GameObject playerGameObject;
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public Material defaultSliceMaterial;
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public Transform cutPositionTransform;
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public Transform cutDirectionTransform;
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public Transform planeDefiner1;
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public Transform planeDefiner2;
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public Transform planeDefiner3;
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bool usingCustomCutValues;
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surfaceToSlice currentSurfaceToSlice;
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Collider [] hits;
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List<GameObject> hitsGameObjectList = new List<GameObject> ();
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bool collidersListSent;
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Vector3 currentCutPosition;
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Quaternion currentCutRotation;
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Vector3 currentCutUp;
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Vector3 currentCutForward;
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Vector3 currentCutDirection;
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Vector3 currentPlaneDefiner1;
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Vector3 currentPlaneDefiner2;
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Vector3 currentPlaneDefiner3;
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Vector3 currentCutOverlapBoxSize;
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bool objectsDetectedOnLastSlice;
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float lastTimeSliceActivated;
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public void setCustomSliceTransformValues (string sliceInfoName)
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{
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int sliceIndex = sliceTransformValuesInfoList.FindIndex (a => a.Name == sliceInfoName);
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if (sliceIndex > -1) {
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sliceTransformValuesInfo currentSliceTransformValuesInfo = sliceTransformValuesInfoList [sliceIndex];
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if (currentSliceTransformValuesInfo.sliceInfoEnabled) {
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setCustomCutTransformValues (currentSliceTransformValuesInfo.cutOverlapBoxSize,
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currentSliceTransformValuesInfo.cutPositionTransform,
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currentSliceTransformValuesInfo.cutDirectionTransform,
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currentSliceTransformValuesInfo.planeDefiner1,
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currentSliceTransformValuesInfo.planeDefiner2,
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currentSliceTransformValuesInfo.planeDefiner3);
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activateCut ();
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}
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}
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}
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public void setCustomCutTransformValues (Vector3 newCutOverlapBoxSize,
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Transform newcutPositionTransform,
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Transform newCutDirectionTransform,
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Transform newPlaneDefiner1,
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Transform newPlaneDefiner2,
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Transform newPlaneDefiner3)
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{
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usingCustomCutValues = true;
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currentCutPosition = newcutPositionTransform.position;
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currentCutRotation = newcutPositionTransform.rotation;
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currentCutUp = newcutPositionTransform.up;
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currentCutForward = newcutPositionTransform.forward;
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currentCutDirection = newCutDirectionTransform.right;
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currentPlaneDefiner1 = newPlaneDefiner1.position;
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currentPlaneDefiner2 = newPlaneDefiner2.position;
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currentPlaneDefiner3 = newPlaneDefiner3.position;
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currentCutOverlapBoxSize = newCutOverlapBoxSize;
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}
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void setCurrentCutTransformValues ()
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{
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if (usingCustomCutValues) {
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usingCustomCutValues = false;
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return;
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}
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currentCutPosition = cutPositionTransform.position;
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currentCutRotation = cutPositionTransform.rotation;
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currentCutUp = cutPositionTransform.up;
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currentCutForward = cutPositionTransform.forward;
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currentCutDirection = cutDirectionTransform.right;
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currentPlaneDefiner1 = planeDefiner1.position;
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currentPlaneDefiner2 = planeDefiner2.position;
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currentPlaneDefiner3 = planeDefiner3.position;
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currentCutOverlapBoxSize = cutOverlapBoxSize;
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}
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bool currentSliceActivatedExternally;
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public void activateCutExternally ()
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{
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currentSliceActivatedExternally = true;
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activateCut ();
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}
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public void activateCut ()
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{
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if (lastTimeSliceActivated > 0) {
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if (Time.time > lastTimeSliceActivated + 0.7f) {
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currentSliceActivatedExternally = false;
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lastTimeSliceActivated = 0;
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}
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}
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objectsDetectedOnLastSlice = false;
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setCurrentCutTransformValues ();
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hits = Physics.OverlapBox (currentCutPosition, currentCutOverlapBoxSize, currentCutRotation, targetToDamageLayer);
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if (hits.Length > 0) {
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for (int i = 0; i < hits.Length; i++) {
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Collider currentCollider = hits [i];
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processObject (currentCollider.gameObject, currentCollider, hits [i].ClosestPointOnBounds (currentCutPosition));
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}
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}
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collidersListSent = false;
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lastTimeSliceActivated = Time.time;
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}
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public List<GameObject> getLastCollidersListDetected ()
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{
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hitsGameObjectList.Clear ();
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if (!collidersListSent) {
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if (hits.Length > 0) {
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for (int i = 0; i < hits.Length; i++) {
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hitsGameObjectList.Add (hits [i].gameObject);
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}
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}
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}
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collidersListSent = true;
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return hitsGameObjectList;
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}
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public void processObject (GameObject obj, Collider objectCollider, Vector3 slicePosition)
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{
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if (useObjectsToIgnoreList) {
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if (objectsToIgnoreList.Contains (obj)) {
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return;
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}
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}
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currentSurfaceToSlice = obj.GetComponent<surfaceToSlice> ();
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if (currentSurfaceToSlice == null) {
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currentSurfaceToSlice = sliceSystemUtils.getSurfaceToSlice (obj);
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}
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bool isVehicle = applyDamage.isVehicle (obj);
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if (isVehicle) {
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GameObject currentVehicle = applyDamage.getVehicle (obj);
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if (currentVehicle != null) {
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currentSurfaceToSlice = currentVehicle.GetComponent<surfaceToSlice> ();
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if (currentSurfaceToSlice != null) {
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obj = currentVehicle;
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}
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}
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}
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bool objectIsSliceSurfaceDisabled = false;
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bool objectCanBeSliced = false;
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if (showDebugPrint) {
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print ("processing object " + obj.name);
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}
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bool ignoreRegularDamageIfCutSurfaceNotEnabled = false;
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bool isIgnoreDamageIfSliceNotActivatedActive = false;
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if (currentSurfaceToSlice != null) {
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bool isCutSurfaceEnabled = currentSurfaceToSlice.isCutSurfaceEnabled ();
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bool sliceCanBeActivated = currentSurfaceToSlice.sliceCanBeActivated (minDelayToSliceSameObject);
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bool checkSliceDirectionResult = currentSurfaceToSlice.checkSliceDirectionResult (cutPositionTransform.right, cutPositionTransform.up);
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isIgnoreDamageIfSliceNotActivatedActive = currentSurfaceToSlice.isIgnoreDamageIfSliceNotActivatedActive ();
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if (showDebugPrint) {
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print ("Surface cut enabled state " + isCutSurfaceEnabled +
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" can activate slice " + sliceCanBeActivated +
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"check Slice Direction Result " + checkSliceDirectionResult);
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}
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if (isCutSurfaceEnabled && sliceCanBeActivated && checkSliceDirectionResult) {
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Material crossSectionMaterial = currentSurfaceToSlice.getCrossSectionMaterial ();
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if (crossSectionMaterial == null) {
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crossSectionMaterial = defaultSliceMaterial;
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}
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sliceCurrentObject (obj, objectCollider, crossSectionMaterial, slicePosition);
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objectsDetectedOnLastSlice = true;
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objectCanBeSliced = true;
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} else {
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if (isVehicle && isCutSurfaceEnabled) {
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objectCanBeSliced = true;
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}
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}
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if (!isCutSurfaceEnabled) {
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objectIsSliceSurfaceDisabled = true;
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ignoreRegularDamageIfCutSurfaceNotEnabled = currentSurfaceToSlice.isIgnoreRegularDamageIfCutSurfaceNotEnabled ();
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}
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} else {
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if (showDebugPrint) {
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print ("Surface to slice not found on " + obj.name);
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}
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}
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if (!objectCanBeSliced && !ignoreRegularDamageIfCutSurfaceNotEnabled) {
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if (activateDamageOnSlice && !isIgnoreDamageIfSliceNotActivatedActive) {
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Vector3 damagePosition = currentCutPosition;
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if (applyDamage.checkIfDead (obj)) {
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damagePosition = obj.transform.position;
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}
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applyDamage.checkCanBeDamaged (gameObject, obj, damageAmountToApplyOnSlice, -currentCutForward, damagePosition,
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playerGameObject, true, true, ignoreShieldOnDamage, false, true,
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canActivateReactionSystemTemporally, damageReactionID, damageTypeID);
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}
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if (applyForcesOnObjectsDetected && !objectIsSliceSurfaceDisabled) {
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if (!checkObjectLayerAndTagToApplyForces ||
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((1 << obj.layer & targetToApplyForceLayer.value) == 1 << obj.layer && tagetToApplyForceTagList.Contains (obj.tag))) {
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checkForceToApplyOnObject (obj);
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}
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}
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}
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}
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public void sliceCurrentObject (GameObject obj, Collider objectCollider, Material crossSectionMaterial, Vector3 slicePosition)
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{
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if (showDebugPrint) {
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print ("\n\n");
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print ("CHECKING IF OBJECT IS CHARACTER " + currentSurfaceToSlice.isObjectCharacter ());
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}
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// slice the provided object using the transforms of this object
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if (currentSurfaceToSlice.isObjectCharacter ()) {
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bool isCharacterOrVehicle = applyDamage.getCharacterOrVehicle (obj) != null;
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bool objectIsDead = applyDamage.checkIfDead (obj);
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if (isCharacterOrVehicle && !objectIsDead) {
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if (showDebugPrint) {
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print ("CONFIRMED " + obj.name + " can be sliced and is not dead, PROCESSING CHARACTER");
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}
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processCharacter (obj);
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return;
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}
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if (showDebugPrint) {
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print ("SLICING " + obj.name + " is character " + isCharacterOrVehicle + " is dead " + objectIsDead);
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}
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Rigidbody mainObject = obj.GetComponent<Rigidbody> ();
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bool mainObjectHasRigidbody = mainObject != null;
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Vector3 lastSpeed = Vector3.zero;
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if (mainObjectHasRigidbody) {
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lastSpeed = mainObject.linearVelocity;
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}
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currentSurfaceToSlice.checkEventBeforeSlice ();
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currentSurfaceToSlice.getMainSimpleSliceSystem ().activateSlice (objectCollider, positionInWorldSpace,
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normalInWorldSpace, slicePosition, updateLastObjectSpeed, lastSpeed);
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currentSurfaceToSlice.checkEventOnCut ();
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bool canCheckTimeBulletResult = true;
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if (!currentSliceActivatedExternally) {
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if (ignoreTimeBulletOnRegularSlice) {
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canCheckTimeBulletResult = false;
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}
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}
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if (canCheckTimeBulletResult) {
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currentSurfaceToSlice.checkTimeBulletOnCut ();
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}
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} else {
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bool objectSliced = false;
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GameObject object1 = null;
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GameObject object2 = null;
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currentSurfaceToSlice.checkEventBeforeSlice ();
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obj = currentSurfaceToSlice.getMainSurfaceToSlice ();
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sliceSystemUtils.sliceObject (currentCutPosition, obj, currentCutUp, crossSectionMaterial, ref objectSliced, ref object1, ref object2);
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Vector3 objectPosition = obj.transform.position;
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Quaternion objectRotation = obj.transform.rotation;
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Transform objectParent = obj.transform.parent;
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if (objectSliced) {
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if (currentSurfaceToSlice.useParticlesOnSlice) {
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Quaternion particlesRotation = Quaternion.LookRotation (positionInWorldSpace);
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Instantiate (currentSurfaceToSlice.particlesOnSlicePrefab, slicePosition, particlesRotation);
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}
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currentSurfaceToSlice.checkEventOnCut ();
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bool canCheckTimeBulletResult = true;
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if (!currentSliceActivatedExternally) {
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if (ignoreTimeBulletOnRegularSlice) {
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canCheckTimeBulletResult = false;
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}
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}
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if (canCheckTimeBulletResult) {
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currentSurfaceToSlice.checkTimeBulletOnCut ();
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}
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Rigidbody mainObject = obj.GetComponent<Rigidbody> ();
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bool mainObjectHasRigidbody = mainObject != null;
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object1.transform.position = objectPosition;
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object1.transform.rotation = objectRotation;
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object2.transform.position = objectPosition;
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object2.transform.rotation = objectRotation;
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if (objectParent != null) {
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object1.transform.SetParent (objectParent);
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object2.transform.SetParent (objectParent);
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}
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surfaceToSlice newSurfaceToSlice1 = object1.AddComponent<surfaceToSlice> ();
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surfaceToSlice newSurfaceToSlice2 = object2.AddComponent<surfaceToSlice> ();
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currentSurfaceToSlice.copySurfaceInfo (newSurfaceToSlice1);
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currentSurfaceToSlice.copySurfaceInfo (newSurfaceToSlice2);
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newSurfaceToSlice1.checkDestroySlicedPartsAfterDelay ();
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newSurfaceToSlice2.checkDestroySlicedPartsAfterDelay ();
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float distance1 = GKC_Utils.distance (obj.transform.position, object1.transform.position);
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float distance2 = GKC_Utils.distance (obj.transform.position, object2.transform.position);
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float currentForceToApply = forceToApplyToCutPart;
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ForceMode currentForceMode = forceMode;
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if (currentSurfaceToSlice.useCustomForceMode) {
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currentForceMode = currentSurfaceToSlice.customForceMode;
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}
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if (mainObjectHasRigidbody || activateRigidbodiesOnNewObjects) {
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if (currentSurfaceToSlice.useCustomForceAmount) {
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currentForceToApply = currentSurfaceToSlice.customForceAmount;
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}
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Rigidbody object1Rigidbody = object1.AddComponent<Rigidbody> ();
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Rigidbody object2Rigidbody = object2.AddComponent<Rigidbody> ();
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object1Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
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object2Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
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object2Rigidbody.AddExplosionForce (currentForceToApply, currentCutPosition, forceRadius, forceUp, currentForceMode);
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object1Rigidbody.AddExplosionForce (currentForceToApply, currentCutPosition, forceRadius, forceUp, currentForceMode);
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} else {
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if (currentSurfaceToSlice.useCustomForceAmount) {
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currentForceToApply = currentSurfaceToSlice.customForceAmount;
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}
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if (distance1 < distance2) {
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Rigidbody object2Rigidbody = object2.AddComponent<Rigidbody> ();
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object2Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
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object2Rigidbody.AddExplosionForce (currentForceToApply, currentCutPosition, forceRadius, forceUp, currentForceMode);
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} else {
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Rigidbody object1Rigidbody = object1.AddComponent<Rigidbody> ();
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object1Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
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object1Rigidbody.AddExplosionForce (currentForceToApply, currentCutPosition, forceRadius, forceUp, currentForceMode);
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}
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}
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if (currentSurfaceToSlice.useBoxCollider) {
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object1.AddComponent<BoxCollider> ();
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object2.AddComponent<BoxCollider> ();
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} else {
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MeshCollider object1Collider = object1.AddComponent<MeshCollider> ();
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MeshCollider object2Collider = object2.AddComponent<MeshCollider> ();
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object1Collider.convex = true;
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object2Collider.convex = true;
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}
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|
||||
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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user