add ckg
plantilla base para movimiento básico
This commit is contained in:
@@ -0,0 +1,832 @@
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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 sliceObject : MonoBehaviour
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{
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[Header ("Main Settings")]
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[Space]
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public bool sliceActive;
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public bool disableSliceAfterFirstCutEnabled = true;
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public Material defaultSliceMaterial;
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public Vector3 cutOverlapBoxSize = new Vector3 (5, 0.1f, 5);
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public float minDelayToSliceSameObject = 0.3f;
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public bool activateRigidbodiesOnNewObjects = true;
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[Space]
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public bool sliceRegularObjectsEnabled = true;
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public bool sliceCharactersEnabled = true;
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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 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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public float disableTimeAfterCollision;
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public LayerMask targetToDamageLayer;
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[Space]
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[Space]
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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 ("Other Settings")]
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[Space]
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public bool cutMultipleTimesActive = true;
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public bool ignoreObjectsAlreadySlice;
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public float minWaitTimeToActivateSlice = 0.4f;
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[Space]
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[Space]
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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 ("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 ("Remote Events Settings")]
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[Space]
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public bool useRemoteEventOnObjectsFound;
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public List<string> remoteEventNameList = new List<string> ();
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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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public bool showDebugWaitTimePrint;
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public List<GameObject> objectsDetected = new List<GameObject> ();
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public List<Collider> collidersToIgnoreList = new List<Collider> ();
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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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[Space]
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[Header ("Components")]
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[Space]
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public Collider mainCollider;
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public Collider triggerCollider;
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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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surfaceToSlice currentSurfaceToSlice;
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Collider currentColliderFound;
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Coroutine disableSliceCoroutine;
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float lastTimeSlice;
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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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void setCurrentCutTransformValues ()
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{
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if (cutPositionTransform != null) {
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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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} else {
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currentCutPosition = cutDirectionTransform.position;
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currentCutRotation = cutDirectionTransform.rotation;
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currentCutUp = cutDirectionTransform.up;
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currentCutForward = cutDirectionTransform.forward;
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}
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if (cutDirectionTransform != null) {
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currentCutDirection = cutDirectionTransform.right;
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}
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if (planeDefiner1 != null) {
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currentPlaneDefiner1 = planeDefiner1.position;
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}
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if (planeDefiner2 != null) {
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currentPlaneDefiner2 = planeDefiner2.position;
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}
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if (planeDefiner3 != null) {
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currentPlaneDefiner3 = planeDefiner3.position;
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}
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currentCutOverlapBoxSize = cutOverlapBoxSize;
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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 (cutMultipleTimesActive) {
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if (!ignoreObjectsAlreadySlice && objectsDetected.Contains (obj)) {
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return;
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}
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}
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if (minWaitTimeToActivateSlice > 0 && lastTimeSlice != 0) {
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if (showDebugWaitTimePrint) {
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print ("checking object to process with last time slice");
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}
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if (Time.time < lastTimeSlice + minWaitTimeToActivateSlice) {
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if (showDebugWaitTimePrint) {
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print ("not enough wait time, cancelling check");
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}
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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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}
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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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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 (showDebugPrint) {
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print (objectCanBeSliced + " " + ignoreRegularDamageIfCutSurfaceNotEnabled + " " +
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activateDamageOnSlice + " " + isIgnoreDamageIfSliceNotActivatedActive);
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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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gameObject, 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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if (useRemoteEventOnObjectsFound) {
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remoteEventSystem currentRemoteEventSystem = obj.GetComponent<remoteEventSystem> ();
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if (currentRemoteEventSystem == null) {
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playerComponentsManager currentPlayerComponentsManager = obj.GetComponent<playerComponentsManager> ();
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if (currentPlayerComponentsManager != null) {
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currentRemoteEventSystem = currentPlayerComponentsManager.getRemoteEventSystem ();
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}
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}
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if (currentRemoteEventSystem != null) {
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for (int i = 0; i < remoteEventNameList.Count; i++) {
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currentRemoteEventSystem.callRemoteEvent (remoteEventNameList [i]);
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}
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}
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}
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}
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void OnTriggerEnter (Collider col)
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{
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if (sliceActive) {
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currentColliderFound = col;
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checkObjectDetected (currentColliderFound);
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if (disableSliceAfterFirstCutEnabled) {
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disableSliceActiveWithDelay ();
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}
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}
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}
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public void toggleSliceActiveState ()
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{
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setSliceActiveState (!sliceActive);
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}
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public void setSliceActiveState (bool state)
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{
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sliceActive = state;
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if (showDebugPrint) {
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print ("setSliceActiveState " + sliceActive);
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}
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stopDisableSliceActiveWithDelay ();
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if (sliceActive) {
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if (mainCollider != null) {
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mainCollider.enabled = false;
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}
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if (triggerCollider != null) {
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triggerCollider.enabled = true;
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}
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} else {
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disableIgnoreCollisionList ();
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}
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}
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public void checkObjectDetected (Collider col)
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{
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if ((1 << col.gameObject.layer & targetToDamageLayer.value) == 1 << col.gameObject.layer) {
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if (useObjectsToIgnoreList) {
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if (objectsToIgnoreList.Contains (col.gameObject)) {
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return;
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}
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}
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setCurrentCutTransformValues ();
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Collider currentCollider = col.GetComponent<Collider> ();
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if (currentCollider != null) {
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processObject (currentCollider.gameObject, currentCollider, currentCutPosition);
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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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// slice the provided object using the transforms of this object
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if (currentSurfaceToSlice.isObjectCharacter ()) {
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if (sliceCharactersEnabled) {
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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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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,
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positionInWorldSpace, normalInWorldSpace, slicePosition, updateLastObjectSpeed, lastSpeed);
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currentSurfaceToSlice.checkEventOnCut ();
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bool canCheckTimeBulletResult = true;
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if (ignoreTimeBulletOnRegularSlice) {
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canCheckTimeBulletResult = false;
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}
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if (canCheckTimeBulletResult) {
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currentSurfaceToSlice.checkTimeBulletOnCut ();
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}
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lastTimeSlice = Time.time;
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}
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return;
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}
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if (sliceRegularObjectsEnabled) {
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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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// slice the provided object using the transforms of this object
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sliceSystemUtils.sliceObject (transform.position, 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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currentSurfaceToSlice.checkTimeBulletOnCut ();
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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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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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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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if (updateLastObjectSpeed) {
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if (lastSpeed != Vector3.zero) {
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object1Rigidbody.linearVelocity = lastSpeed;
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object2Rigidbody.linearVelocity = lastSpeed;
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}
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}
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object2Rigidbody.AddExplosionForce (currentForceToApply, transform.position, forceRadius, forceUp, currentForceMode);
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object1Rigidbody.AddExplosionForce (currentForceToApply, transform.position, 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.AddExplosionForce (currentForceToApply, transform.position, forceRadius, forceUp, currentForceMode);
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} else {
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Rigidbody object1Rigidbody = object1.AddComponent<Rigidbody> ();
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object1Rigidbody.AddExplosionForce (currentForceToApply, transform.position, forceRadius, forceUp, currentForceMode);
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}
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}
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|
||||
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;
|
||||
}
|
||||
|
||||
Collider collider1 = object1.GetComponent<Collider> ();
|
||||
Collider collider2 = object2.GetComponent<Collider> ();
|
||||
|
||||
|
||||
if (collider1 != null) {
|
||||
collidersToIgnoreList.Add (collider1);
|
||||
|
||||
if (showDebugPrint) {
|
||||
print (collider1.name);
|
||||
}
|
||||
}
|
||||
|
||||
if (collider2 != null) {
|
||||
collidersToIgnoreList.Add (collider2);
|
||||
|
||||
if (showDebugPrint) {
|
||||
print (collider2.name);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
if (cutMultipleTimesActive) {
|
||||
if (!objectsDetected.Contains (object1)) {
|
||||
objectsDetected.Add (object1);
|
||||
}
|
||||
|
||||
if (!objectsDetected.Contains (object2)) {
|
||||
objectsDetected.Add (object2);
|
||||
}
|
||||
}
|
||||
|
||||
obj.SetActive (false);
|
||||
|
||||
// obj.SetActive (false);
|
||||
|
||||
lastTimeSlice = Time.time;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void stopDisableSliceActiveWithDelay ()
|
||||
{
|
||||
if (disableSliceCoroutine != null) {
|
||||
StopCoroutine (disableSliceCoroutine);
|
||||
}
|
||||
}
|
||||
|
||||
public void disableSliceActiveWithDelay ()
|
||||
{
|
||||
stopDisableSliceActiveWithDelay ();
|
||||
|
||||
disableSliceCoroutine = StartCoroutine (disableSliceActiveWithDelayCoroutine ());
|
||||
}
|
||||
|
||||
IEnumerator disableSliceActiveWithDelayCoroutine ()
|
||||
{
|
||||
WaitForSeconds delay = new WaitForSeconds (0.5f);
|
||||
|
||||
yield return delay;
|
||||
|
||||
delay = new WaitForSeconds (disableTimeAfterCollision);
|
||||
|
||||
yield return delay;
|
||||
|
||||
if (mainCollider != null) {
|
||||
mainCollider.enabled = true;
|
||||
}
|
||||
|
||||
sliceActive = false;
|
||||
|
||||
disableIgnoreCollisionList ();
|
||||
}
|
||||
|
||||
public void disableIgnoreCollisionList ()
|
||||
{
|
||||
collidersToIgnoreList.Clear ();
|
||||
|
||||
if (triggerCollider != null) {
|
||||
triggerCollider.enabled = false;
|
||||
}
|
||||
|
||||
objectsDetected.Clear ();
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
yield return new WaitForEndOfFrame ();
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < temporalHits.Length; i++) {
|
||||
if (!bodyPartFound) {
|
||||
Collider currentCollider = temporalHits [i];
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("checking " + currentCollider.name);
|
||||
}
|
||||
|
||||
if (showDebugPrint) {
|
||||
print (currentCollider.name + " body part when killing");
|
||||
}
|
||||
|
||||
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 (applyDamage.isCharacter (currentCollider.gameObject)) {
|
||||
bodyPartFound = true;
|
||||
}
|
||||
|
||||
if (currentCharacter != null) {
|
||||
applyDamage.killCharacter (currentCharacter);
|
||||
}
|
||||
|
||||
processObject (currentCollider.gameObject, currentCollider, currentCutPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmos ()
|
||||
{
|
||||
if (!showGizmo) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
|
||||
DrawGizmos ();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected ()
|
||||
{
|
||||
DrawGizmos ();
|
||||
}
|
||||
|
||||
void DrawGizmos ()
|
||||
{
|
||||
if (showGizmo) {
|
||||
if (cutPositionTransform != null) {
|
||||
GKC_Utils.drawRectangleGizmo (cutPositionTransform.position, cutPositionTransform.rotation, Vector3.zero, cutOverlapBoxSize, gizmoColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user