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

697 lines
23 KiB
C#

using System.Collections;
using System.Collections.Generic;
using GameKitController.Audio;
using UnityEngine;
public class plasmaCutterProjectile : projectileSystem
{
[Header ("Main Settings")]
[Space]
public Material defaultSliceMaterial;
public float forceToApplyToCutPart;
public ForceMode forceMode;
public float forceRadius;
public bool cutMultipleTimesActive;
public bool useCutLimit;
public int cutLimit;
public bool activateRigidbodiesOnNewObjects = true;
[Space]
[Header ("Shatter Object Settings")]
[Space]
public bool shatterObjectActive;
public int shatterAmount;
public bool applyForceOnShatter;
public bool addSliceComponentToPieces = true;
[Space]
[Header ("Damage Settings")]
[Space]
public bool activateDamageOnSlice;
public float damageAmountToApplyOnSlice;
public bool ignoreShieldOnDamage = true;
public bool canActivateReactionSystemTemporally;
public int damageReactionID = -1;
public int damageTypeID = -1;
[Space]
[Header ("Physics Settings")]
[Space]
public bool updateLastObjectSpeed;
public bool applyForcesOnObjectsDetected;
public float addForceMultiplier;
public bool applyImpactForceToVehicles;
public float impactForceToVehiclesMultiplier;
public bool checkObjectLayerAndTagToApplyForces;
public LayerMask targetToApplyForceLayer;
public List<string> tagetToApplyForceTagList = new List<string> ();
[Space]
[Header ("Other Settings")]
[Space]
public float minDelayToSliceSameObject = 0.01f;
public Transform cutPositionTransform;
public Vector3 cutOverlapBoxSize = new Vector3 (5, 0.1f, 5);
public bool addRigidbodyToBothSlicedObjects;
[Space]
[Header ("Debug")]
[Space]
public bool showDebugPrint;
public List<GameObject> objectsDetected = new List<GameObject> ();
[Space]
[Header ("Gizmo Settings")]
[Space]
public bool showGizmo;
public Color gizmoColor = Color.red;
[Space]
[Header ("Components")]
[Space]
public Transform cutDirectionTransform;
public Transform planeDefiner1;
public Transform planeDefiner2;
public Transform planeDefiner3;
surfaceToSlice currentSurfaceToSlice;
int currentNumberOfCuts;
List<GameObject> objectsToShatter;
bool objectShattered = false;
public void checkObjectDetected (Collider col)
{
if (canActivateEffect (col)) {
objectShattered = false;
if (currentProjectileInfo.impactAudioElement != null) {
currentProjectileInfo.impactAudioElement.audioSource = GetComponent<AudioSource> ();
AudioPlayer.PlayOneShot (currentProjectileInfo.impactAudioElement, gameObject);
}
Collider objectCollider = col.GetComponent<Collider> ();
objectToDamage = objectCollider.gameObject;
processObject (objectToDamage, objectCollider, cutPositionTransform.position);
if (!cutMultipleTimesActive || currentNumberOfCuts >= cutLimit) {
setProjectileUsedState (true);
mainRigidbody.isKinematic = true;
projectilePaused = true;
destroyProjectile ();
}
}
}
public void processObject (GameObject objectToCheck, Collider objectCollider, Vector3 slicePosition)
{
if (cutMultipleTimesActive) {
if (objectsDetected.Contains (objectToCheck)) {
return;
}
}
currentSurfaceToSlice = objectToCheck.GetComponent<surfaceToSlice> ();
if (currentSurfaceToSlice == null) {
currentSurfaceToSlice = sliceSystemUtils.getSurfaceToSlice (objectToCheck);
}
bool isVehicle = applyDamage.isVehicle (objectToCheck);
if (isVehicle) {
GameObject currentVehicle = applyDamage.getVehicle (objectToCheck);
if (currentVehicle != null) {
currentSurfaceToSlice = currentVehicle.GetComponent<surfaceToSlice> ();
if (currentSurfaceToSlice != null) {
objectToCheck = currentVehicle;
}
}
}
bool objectIsSliceSurfaceDisabled = false;
bool objectCanBeSliced = false;
if (showDebugPrint) {
print ("processing object " + objectToCheck.name);
}
bool ignoreRegularDamageIfCutSurfaceNotEnabled = false;
bool isIgnoreDamageIfSliceNotActivatedActive = false;
if (currentSurfaceToSlice != null) {
bool isCutSurfaceEnabled = currentSurfaceToSlice.isCutSurfaceEnabled ();
bool sliceCanBeActivated = currentSurfaceToSlice.sliceCanBeActivated (minDelayToSliceSameObject);
bool checkSliceDirectionResult = currentSurfaceToSlice.checkSliceDirectionResult (cutPositionTransform.right, cutPositionTransform.up);
isIgnoreDamageIfSliceNotActivatedActive = currentSurfaceToSlice.isIgnoreDamageIfSliceNotActivatedActive ();
if (showDebugPrint) {
print ("Surface cut enabled state " + isCutSurfaceEnabled +
" can activate slice " + sliceCanBeActivated);
}
if (isCutSurfaceEnabled && sliceCanBeActivated && checkSliceDirectionResult) {
Material crossSectionMaterial = currentSurfaceToSlice.getCrossSectionMaterial ();
if (crossSectionMaterial == null) {
crossSectionMaterial = defaultSliceMaterial;
}
sliceCurrentObject (objectToCheck, objectCollider, crossSectionMaterial, slicePosition);
objectCanBeSliced = true;
} else {
if (isVehicle && isCutSurfaceEnabled) {
objectCanBeSliced = true;
}
}
if (!isCutSurfaceEnabled) {
objectIsSliceSurfaceDisabled = true;
ignoreRegularDamageIfCutSurfaceNotEnabled = currentSurfaceToSlice.isIgnoreRegularDamageIfCutSurfaceNotEnabled ();
}
} else {
if (showDebugPrint) {
print ("Surface to slice not found on " + objectToCheck.name);
}
}
if (!objectCanBeSliced && !ignoreRegularDamageIfCutSurfaceNotEnabled) {
if (activateDamageOnSlice && !isIgnoreDamageIfSliceNotActivatedActive) {
Vector3 damagePosition = cutPositionTransform.position;
if (applyDamage.checkIfDead (objectToCheck)) {
damagePosition = objectToCheck.transform.position;
}
applyDamage.checkCanBeDamaged (gameObject, objectToCheck, damageAmountToApplyOnSlice, -cutPositionTransform.forward, damagePosition,
currentProjectileInfo.owner, true, true, ignoreShieldOnDamage, false, true, canActivateReactionSystemTemporally,
damageReactionID, damageTypeID);
}
if (applyForcesOnObjectsDetected && !objectIsSliceSurfaceDisabled) {
if (!checkObjectLayerAndTagToApplyForces ||
((1 << objectToCheck.layer & targetToApplyForceLayer.value) == 1 << objectToCheck.layer && tagetToApplyForceTagList.Contains (objectToCheck.tag))) {
checkForceToApplyOnObject (objectToCheck);
}
}
}
}
public void sliceCurrentObject (GameObject objectToCheck, Collider objectCollider, Material crossSectionMaterial, Vector3 slicePosition)
{
if (useCutLimit) {
currentNumberOfCuts++;
}
// slice the provided object using the transforms of this object
if (currentSurfaceToSlice.isObjectCharacter ()) {
// print ("character found " + objectToCheck.name + " is dead " + applyDamage.checkIfDead (objectToCheck));
if (applyDamage.getCharacterOrVehicle (objectToCheck) != null && !applyDamage.checkIfDead (objectToCheck)) {
processCharacter (objectToCheck);
return;
}
Rigidbody mainObject = objectToCheck.GetComponent<Rigidbody> ();
bool mainObjectHasRigidbody = mainObject != null;
Vector3 lastSpeed = Vector3.zero;
if (mainObjectHasRigidbody) {
lastSpeed = mainObject.linearVelocity;
}
currentSurfaceToSlice.checkEventBeforeSlice ();
currentSurfaceToSlice.getMainSimpleSliceSystem ().activateSlice (objectCollider, positionInWorldSpace,
normalInWorldSpace, slicePosition, updateLastObjectSpeed, lastSpeed);
currentSurfaceToSlice.checkEventOnCut ();
currentSurfaceToSlice.checkTimeBulletOnCut ();
} else {
if (shatterObjectActive) {
shatterObject (objectToCheck, crossSectionMaterial);
return;
}
// slice the provided object using the transforms of this object
bool objectSliced = false;
GameObject object1 = null;
GameObject object2 = null;
currentSurfaceToSlice.checkEventBeforeSlice ();
objectToCheck = currentSurfaceToSlice.getMainSurfaceToSlice ();
// slice the provided objectToCheck ect using the transforms of this object
sliceSystemUtils.sliceObject (transform.position, objectToCheck, cutDirectionTransform.up, crossSectionMaterial, ref objectSliced, ref object1, ref object2);
Vector3 objectPosition = objectToCheck.transform.position;
Quaternion objectRotation = objectToCheck.transform.rotation;
Transform objectParent = objectToCheck.transform.parent;
if (objectSliced) {
if (currentSurfaceToSlice.useParticlesOnSlice) {
Quaternion particlesRotation = Quaternion.LookRotation (positionInWorldSpace);
Instantiate (currentSurfaceToSlice.particlesOnSlicePrefab, slicePosition, particlesRotation);
}
currentSurfaceToSlice.checkEventOnCut ();
currentSurfaceToSlice.checkTimeBulletOnCut ();
Rigidbody mainObject = objectToCheck.GetComponent<Rigidbody> ();
bool mainObjectHasRigidbody = mainObject != null;
object1.transform.position = objectPosition;
object1.transform.rotation = objectRotation;
object2.transform.position = objectPosition;
object2.transform.rotation = objectRotation;
if (objectParent != null) {
object1.transform.SetParent (objectParent);
object2.transform.SetParent (objectParent);
}
surfaceToSlice newSurfaceToSlice1 = object1.AddComponent<surfaceToSlice> ();
surfaceToSlice newSurfaceToSlice2 = object2.AddComponent<surfaceToSlice> ();
currentSurfaceToSlice.copySurfaceInfo (newSurfaceToSlice1);
currentSurfaceToSlice.copySurfaceInfo (newSurfaceToSlice2);
newSurfaceToSlice1.checkDestroySlicedPartsAfterDelay ();
newSurfaceToSlice2.checkDestroySlicedPartsAfterDelay ();
float currentForceToApply = forceToApplyToCutPart;
ForceMode currentForceMode = forceMode;
if (currentSurfaceToSlice.useCustomForceMode) {
currentForceMode = currentSurfaceToSlice.customForceMode;
}
if (mainObjectHasRigidbody || activateRigidbodiesOnNewObjects) {
if (currentSurfaceToSlice.useCustomForceAmount) {
currentForceToApply = currentSurfaceToSlice.customForceAmount;
}
Rigidbody object1Rigidbody = object1.AddComponent<Rigidbody> ();
Rigidbody object2Rigidbody = object2.AddComponent<Rigidbody> ();
object2Rigidbody.AddExplosionForce (currentForceToApply, transform.position, 10, 1, currentForceMode);
object1Rigidbody.AddExplosionForce (currentForceToApply, transform.position, 10, 1, currentForceMode);
} else {
if (currentSurfaceToSlice.useCustomForceAmount) {
currentForceToApply = currentSurfaceToSlice.customForceAmount;
}
bool addRigidbodyToObject1 = false;
bool addRigidbodyToObject2 = false;
if (addRigidbodyToBothSlicedObjects) {
addRigidbodyToObject1 = true;
addRigidbodyToObject2 = true;
} else {
float distance1 = GKC_Utils.distance (objectToCheck.transform.position, object1.transform.position);
float distance2 = GKC_Utils.distance (objectToCheck.transform.position, object2.transform.position);
if (distance1 < distance2) {
addRigidbodyToObject1 = true;
} else {
addRigidbodyToObject2 = true;
}
}
if (addRigidbodyToObject1) {
Rigidbody object2Rigidbody = object2.AddComponent<Rigidbody> ();
object2Rigidbody.AddExplosionForce (currentForceToApply, transform.position, 10, 1, currentForceMode);
}
if (addRigidbodyToObject2) {
Rigidbody object1Rigidbody = object1.AddComponent<Rigidbody> ();
object1Rigidbody.AddExplosionForce (currentForceToApply, transform.position, 10, 1, currentForceMode);
}
}
if (currentSurfaceToSlice.useBoxCollider) {
object1.AddComponent<BoxCollider> ();
object2.AddComponent<BoxCollider> ();
} else {
MeshCollider object1Collider = object1.AddComponent<MeshCollider> ();
MeshCollider object2Collider = object2.AddComponent<MeshCollider> ();
object1Collider.convex = true;
object2Collider.convex = true;
}
if (currentSurfaceToSlice.setNewLayerOnCut) {
object1.layer = LayerMask.NameToLayer (currentSurfaceToSlice.newLayerOnCut);
object2.layer = LayerMask.NameToLayer (currentSurfaceToSlice.newLayerOnCut);
}
if (currentSurfaceToSlice.setNewTagOnCut) {
object1.tag = currentSurfaceToSlice.newTagOnCut;
object2.tag = currentSurfaceToSlice.newTagOnCut;
}
if (cutMultipleTimesActive) {
if (!objectsDetected.Contains (object1)) {
objectsDetected.Add (object1);
}
if (!objectsDetected.Contains (object2)) {
objectsDetected.Add (object2);
}
}
objectToCheck.SetActive (false);
}
}
}
void processCharacter (GameObject currentCharacter)
{
StartCoroutine (processCharacterCoroutine (currentCharacter));
}
List<Collider> colliders = new List<Collider> ();
IEnumerator processCharacterCoroutine (GameObject currentCharacter)
{
applyDamage.pushCharacterWithoutForceAndPauseGetUp (currentCharacter);
Vector3 slicePosition = cutPositionTransform.position;
Collider [] temporalHits = Physics.OverlapBox (slicePosition, cutOverlapBoxSize, cutDirectionTransform.rotation, currentProjectileInfo.targetToDamageLayer);
bool bodyPartFound = false;
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];
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;
float currentDistance = GKC_Utils.distance (slicePosition, currentCollider.transform.position);
if (currentDistance < minDistance) {
minDistance = currentDistance;
colliderToCheck = currentCollider;
}
}
}
}
if (bodyPartFound) {
if (currentCharacter != null) {
applyDamage.killCharacter (currentCharacter);
}
processObject (colliderToCheck.gameObject, colliderToCheck, slicePosition);
}
}
yield return null;
}
private Vector3 positionInWorldSpace
{
get
{
return (planeDefiner1.position + planeDefiner2.position + planeDefiner3.position) / 3f;
}
}
private Vector3 normalInWorldSpace
{
get
{
Vector3 t0 = planeDefiner1.position;
Vector3 t1 = planeDefiner2.position;
Vector3 t2 = planeDefiner3.position;
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;
}
}
public void checkForceToApplyOnObject (GameObject objectToDamage)
{
Rigidbody objectToDamageRigidbody = objectToDamage.GetComponent<Rigidbody> ();
Vector3 forceDirection = cutDirectionTransform.forward;
float forceAmount = addForceMultiplier;
float forceToVehiclesMultiplier = impactForceToVehiclesMultiplier;
if (applyImpactForceToVehicles) {
Rigidbody objectToDamageMainRigidbody = applyDamage.applyForce (objectToDamage);
if (objectToDamageMainRigidbody != null) {
Vector3 force = forceAmount * forceDirection;
bool isVehicle = applyDamage.isVehicle (objectToDamage);
if (isVehicle) {
force *= forceToVehiclesMultiplier;
}
objectToDamageMainRigidbody.AddForce (objectToDamageMainRigidbody.mass * force, forceMode);
}
} else {
if (applyDamage.canApplyForce (objectToDamage)) {
//print (objectToDamage.name);
Vector3 force = forceAmount * forceDirection;
if (objectToDamageRigidbody == null) {
objectToDamageRigidbody = objectToDamage.GetComponent<Rigidbody> ();
}
objectToDamageRigidbody.AddForce (objectToDamageRigidbody.mass * force, forceMode);
}
}
}
public override void setProjectileSpecialActionActiveState (bool state)
{
setShatterObjectActiveState (state);
}
//SHATTER FUNCTIONS
public void setShatterObjectActiveState (bool state)
{
shatterObjectActive = state;
}
public void shatterObject (GameObject objectToCheck, Material crossSectionMaterial)
{
if (objectShattered) {
return;
}
objectsToShatter = new List<GameObject> ();
if (objectToCheck.transform.parent != null) {
objectToCheck.transform.SetParent (null);
}
objectsToShatter.Add (objectToCheck);
for (int i = 0; i < shatterAmount; i++) {
randomShatter (crossSectionMaterial);
}
objectShattered = true;
}
public void randomShatter (Material crossSectionMaterial)
{
List<GameObject> adders = new List<GameObject> ();
List<GameObject> removals = new List<GameObject> ();
foreach (GameObject objectToShatter in objectsToShatter) {
GameObject [] shatters = randomShatterSingle (objectToShatter, crossSectionMaterial);
if (shatters != null) {
foreach (GameObject add in shatters) {
adders.Add (add);
}
removals.Add (objectToShatter);
}
}
foreach (GameObject rem in removals) {
objectsToShatter.Remove (rem);
}
foreach (GameObject add in adders) {
objectsToShatter.Add (add);
}
}
public GameObject [] randomShatterSingle (GameObject objectToShatter, Material crossSectionMaterial)
{
Vector3 shatterPosition = objectToShatter.transform.position;
GameObject [] shatters = sliceSystemUtils.shatterObject (objectToShatter, shatterPosition, crossSectionMaterial);
if (shatters != null && shatters.Length > 0) {
objectToShatter.SetActive (false);
Vector3 cutPosition = objectToShatter.transform.position;
// add rigidbodies and colliders
foreach (GameObject shatteredObject in shatters) {
shatteredObject.AddComponent<MeshCollider> ().convex = true;
if (applyForceOnShatter) {
Rigidbody currentObjectRigidbody = shatteredObject.AddComponent<Rigidbody> ();
currentObjectRigidbody.AddExplosionForce (forceToApplyToCutPart, cutPosition, 10, 1, forceMode);
} else {
shatteredObject.AddComponent<Rigidbody> ();
}
if (addSliceComponentToPieces) {
surfaceToSlice newSurfaceToSlice = shatteredObject.AddComponent<surfaceToSlice> ();
newSurfaceToSlice.setCrossSectionMaterial (crossSectionMaterial);
}
}
}
return shatters;
}
public override void resetProjectile ()
{
base.resetProjectile ();
currentNumberOfCuts = 0;
objectsDetected.Clear ();
}
#if UNITY_EDITOR
void OnDrawGizmos ()
{
if (!showGizmo) {
return;
}
if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
DrawGizmos ();
}
}
void OnDrawGizmosSelected ()
{
DrawGizmos ();
}
void DrawGizmos ()
{
if (showGizmo) {
GKC_Utils.drawRectangleGizmo (cutPositionTransform.position, cutPositionTransform.rotation, Vector3.zero, cutOverlapBoxSize, gizmoColor);
}
}
#endif
}