Files
Robii Aragon fd87a6ffd5 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

380 lines
12 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class pushObjectsPower : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool powerEnabled = true;
public bool pushObjectsFromCenterPosition;
public bool pushObjectsFromPlayerForwardDirection;
public LayerMask layer;
public List<string> ignoreTagList = new List<string> ();
public bool useMessageToPushCharactersFound = true;
public string messageNameToSend = "pushCharacter";
[Space]
[Header ("Damage Settings")]
[Space]
public bool applyDamageOnFoundObjects;
public float damageToApply;
public bool ignoreShield;
public bool canActivateReactionSystemTemporally;
public int damageReactionID = -1;
public int damageTypeID = -1;
public bool damageCanBeBlocked = true;
[Space]
[Header ("Force Settings")]
[Space]
public float forceToApply = 4000;
public ForceMode forceMode;
public bool canApplyForceToVehicles = true;
public float applyForceToVehiclesMultiplier = 0.2f;
public bool applyForceToFoundObjectsOnlyOnce;
public bool checkRagdollsDetected;
public float ragdollMultiplierForce = 1;
[Space]
[Header ("Others Settings")]
[Space]
public bool useCustomPushCenterDistance;
public float pushCenterDistance;
public bool searchForObjectsOnUpdate;
public bool checkIfObjectInFrontOfPlayer;
[Space]
[Header ("Remote Events Settings")]
[Space]
public bool useRemoteEventOnObjectsFound;
public List<string> remoteEventNameList = new List<string> ();
[Space]
public bool callRemoteEventsBeforeApplyingForce;
[Space]
[Header ("Debug")]
[Space]
public bool showDebugPrint;
public bool useOfPowerPaused;
[Space]
public List<Rigidbody> vehiclesRigidbodyFoundList = new List<Rigidbody> ();
public List<GameObject> gameObjectsFoundList = new List<GameObject> ();
[Space]
[Header ("Components")]
[Space]
public playerWeaponSystem mainPlayerWeaponSystem;
public GameObject playerGameObject;
public Transform centerPosition;
public otherPowers powersManager;
public Transform pushObjectsCenter;
public Transform mainCameraTransform;
Rigidbody objectToDamageMainRigidbody;
GameObject objectToPush;
Collider [] colliders;
Vector3 currentForceToApply;
float finalExplosionForce;
bool isVehicle;
bool componentsInitialized;
void Start ()
{
if (!useCustomPushCenterDistance) {
//get the distance from the empty object in the player to push objects, close to it
pushCenterDistance = GKC_Utils.distance (playerGameObject.transform.position, pushObjectsCenter.position);
}
if (pushObjectsFromCenterPosition) {
if (centerPosition == null) {
centerPosition = transform;
}
}
}
void Update ()
{
if (searchForObjectsOnUpdate) {
activatePower ();
}
}
public void activatePower ()
{
if (useOfPowerPaused) {
return;
}
if (!powerEnabled) {
return;
}
initializeComponents ();
vehiclesRigidbodyFoundList.Clear ();
if (powersManager != null) {
//the power number 2 is push objects, so any bullet is created
powersManager.createShootParticles ();
}
//if the power selected is push objects, check the objects close to pushObjectsCenter and add force to them in camera forward direction
colliders = Physics.OverlapSphere (pushObjectsCenter.position, pushCenterDistance, layer);
for (int i = 0; i < colliders.Length; i++) {
if (!colliders [i].isTrigger) {
objectToPush = colliders [i].gameObject;
checkObjectToApplyForce (objectToPush);
}
}
}
public void checkObjectToApplyForce (GameObject currentObject)
{
if (applyForceToFoundObjectsOnlyOnce) {
if (!gameObjectsFoundList.Contains (currentObject)) {
gameObjectsFoundList.Add (currentObject);
} else {
return;
}
}
if (!ignoreTagList.Contains (currentObject.tag) && currentObject != playerGameObject) {
if (playerGameObject == null) {
playerGameObject = gameObject;
}
if (checkIfObjectInFrontOfPlayer) {
float dot = Vector3.Dot (playerGameObject.transform.forward, (currentObject.transform.position - playerGameObject.transform.position).normalized);
if (dot < 0) {
return;
}
}
Vector3 pushDirection = Vector3.zero;
if (pushObjectsFromCenterPosition) {
pushDirection = (currentObject.transform.position - centerPosition.position).normalized;
} else {
if (pushObjectsFromPlayerForwardDirection) {
pushDirection = playerGameObject.transform.forward;
} else {
if (mainCameraTransform != null) {
pushDirection = mainCameraTransform.forward;
}
}
}
if (useMessageToPushCharactersFound && messageNameToSend != "") {
currentObject.SendMessage (messageNameToSend, pushDirection, SendMessageOptions.DontRequireReceiver);
}
if (applyDamageOnFoundObjects) {
applyDamage.checkHealth (playerGameObject, currentObject, damageToApply, playerGameObject.transform.forward, transform.position, playerGameObject,
false, true, ignoreShield, false, damageCanBeBlocked, canActivateReactionSystemTemporally, damageReactionID, damageTypeID);
}
objectToDamageMainRigidbody = applyDamage.applyForce (currentObject);
if (showDebugPrint) {
print ("object detected rigidbody result " + currentObject.name + " " + (objectToDamageMainRigidbody != null));
}
bool rigidbodyFound = false;
if (canApplyForceToVehicles) {
if (objectToDamageMainRigidbody != null) {
if (!vehiclesRigidbodyFoundList.Contains (objectToDamageMainRigidbody)) {
if (callRemoteEventsBeforeApplyingForce) {
checkRemoteEvent (objectToDamageMainRigidbody.gameObject);
}
isVehicle = applyDamage.isVehicle (currentObject);
finalExplosionForce = forceToApply;
if (isVehicle) {
finalExplosionForce *= applyForceToVehiclesMultiplier;
}
if (pushObjectsFromCenterPosition) {
currentForceToApply = (objectToDamageMainRigidbody.position - centerPosition.position).normalized * finalExplosionForce;
} else {
if (pushObjectsFromPlayerForwardDirection) {
currentForceToApply = playerGameObject.transform.forward * finalExplosionForce;
} else {
currentForceToApply = mainCameraTransform.TransformDirection (Vector3.forward) * finalExplosionForce;
}
}
if (checkRagdollsDetected) {
if (applyDamage.isRagdollActive (currentObject)) {
// print ("ragdoll found");
currentForceToApply *= ragdollMultiplierForce;
} else {
// print ("Not found");
}
}
if (currentForceToApply != Vector3.zero) {
objectToDamageMainRigidbody.AddForce (currentForceToApply * objectToDamageMainRigidbody.mass, forceMode);
if (showDebugPrint) {
print ("object to apply force " + objectToDamageMainRigidbody.name + " " + currentForceToApply);
}
}
if (isVehicle) {
vehiclesRigidbodyFoundList.Add (objectToDamageMainRigidbody);
}
if (!callRemoteEventsBeforeApplyingForce) {
checkRemoteEvent (objectToDamageMainRigidbody.gameObject);
}
rigidbodyFound = true;
}
}
} else {
if (applyDamage.canApplyForce (currentObject)) {
if (callRemoteEventsBeforeApplyingForce) {
checkRemoteEvent (currentObject);
}
if (pushObjectsFromCenterPosition) {
currentForceToApply = (objectToDamageMainRigidbody.position - centerPosition.position).normalized * forceToApply;
} else {
if (pushObjectsFromPlayerForwardDirection) {
currentForceToApply = playerGameObject.transform.forward * forceToApply;
} else {
currentForceToApply = mainCameraTransform.TransformDirection (Vector3.forward) * forceToApply;
}
}
if (currentForceToApply != Vector3.zero) {
objectToDamageMainRigidbody = currentObject.GetComponent<Rigidbody> ();
objectToDamageMainRigidbody.AddForce (currentForceToApply * objectToDamageMainRigidbody.mass, forceMode);
}
if (!callRemoteEventsBeforeApplyingForce) {
checkRemoteEvent (currentObject);
}
rigidbodyFound = true;
}
}
if (!rigidbodyFound) {
checkRemoteEvent (currentObject);
}
}
}
public void setPowerEnabledState (bool state)
{
powerEnabled = state;
initializeComponents ();
if (powerEnabled) {
gameObjectsFoundList.Clear ();
}
}
public void cleanGameObjectFoundList ()
{
gameObjectsFoundList.Clear ();
}
public void checkRemoteEvent (GameObject objectToCheck)
{
if (useRemoteEventOnObjectsFound) {
remoteEventSystem currentRemoteEventSystem = GKC_Utils.getRemoteEventSystemFromObject (objectToCheck, true);
if (currentRemoteEventSystem != null) {
int remoteEventNameListCount = remoteEventNameList.Count;
for (int i = 0; i < remoteEventNameListCount; i++) {
currentRemoteEventSystem.callRemoteEvent (remoteEventNameList [i]);
}
}
}
}
public void setUseRemoteEventOnObjectsFoundState (bool state)
{
useRemoteEventOnObjectsFound = state;
}
public void setUseMessageToPushCharactersFoundState (bool state)
{
useMessageToPushCharactersFound = state;
}
public void setUseOfPowerPausedState (bool state)
{
useOfPowerPaused = state;
}
public void setNewPushCenterDistance (float newValue)
{
pushCenterDistance = newValue;
}
void initializeComponents ()
{
if (componentsInitialized) {
return;
}
if (mainPlayerWeaponSystem != null) {
playerGameObject = mainPlayerWeaponSystem.getPlayerWeaponsManger ().gameObject;
if (playerGameObject != null) {
playerComponentsManager mainPlayerComponentsManager = playerGameObject.GetComponent<playerComponentsManager> ();
if (mainPlayerComponentsManager != null) {
powersManager = mainPlayerComponentsManager.getOtherPowers ();
mainCameraTransform = mainPlayerComponentsManager.getPlayerCamera ().getCameraTransform ();
}
}
}
componentsInitialized = true;
}
}