zombie_mp/Assets/HQ FPS Weapons/Scripts/Destructibles/DestructibleObject.cs
Sewmina Dilshan 68183e5317 initial
2021-08-23 13:28:33 +05:30

155 lines
3.6 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
namespace HQFPSWeapons
{
public class DestructibleObject : MonoBehaviour, IDamageable
{
[Header("Health")]
[SerializeField]
[Clamp(0f, 100f)]
private float m_InitialHealth = 100f;
[SerializeField]
private DamageResistance m_DamageResistance = null;
[Header("Loot")]
[SerializeField]
private ItemPickupRandomList m_AllPossibleLoot = null;
[SerializeField]
[Range(0, 10)]
[Tooltip("How many items will be spawned.")]
private int m_LootGiveAmount = 1;
[SerializeField]
private Vector3 m_LootSpawnOffset = Vector3.zero;
[Header("Debris")]
[SerializeField]
[Tooltip("Must be a child of the object.")]
private GameObject m_DestroyedVersion = null;
[Space]
[SerializeField]
private List<DebrisFragment> m_DebrisFragments = null;
[SerializeField]
private bool m_ApplyDefaultDebrisForce = false;
[SerializeField]
private float m_CustomDebrisForceMult = 1f;
private float m_CurrentHealth;
#if UNITY_EDITOR
public void SetDebrisFragments(List<DebrisFragment> debrisFragments)
{
m_DebrisFragments = debrisFragments;
}
#endif
public void TakeDamage(HealthEventData damageData)
{
float damage = -Mathf.Abs(damageData.Delta);
damage *= (1f - m_DamageResistance.GetDamageResistance(damageData));
m_CurrentHealth = Mathf.Clamp(m_CurrentHealth + damage, 0f, m_InitialHealth);
if(m_CurrentHealth == 0f)
DestroyObject(damageData);
}
public LivingEntity GetEntity()
{
return null;
}
private void Start()
{
m_CurrentHealth = m_InitialHealth;
}
private void DestroyObject(HealthEventData data)
{
SpawnLoot();
m_DestroyedVersion.transform.SetParent(transform.parent);
m_DestroyedVersion.SetActive(true);
float customForcePerPiece = (data.HitImpulse * m_CustomDebrisForceMult) / m_DebrisFragments.Count;
for(int i = 0;i < m_DebrisFragments.Count;i ++)
{
Vector3 customForceVecPerPiece = (data.HitDirection + Vector3.down + (m_DebrisFragments[i].Fragment.position - transform.position)) * customForcePerPiece;
if(m_ApplyDefaultDebrisForce)
m_DebrisFragments[i].ApplyDefaultForce();
else
m_DebrisFragments[i].ApplyCustomForce(customForceVecPerPiece, ForceMode.Impulse);
}
Destroy(gameObject);
}
private void SpawnLoot()
{
ItemPickup[] randomLoot;
if(m_AllPossibleLoot.GetRandomItems(m_LootGiveAmount, out randomLoot))
{
for(int i = 0;i < randomLoot.Length;i ++)
Instantiate(randomLoot[i], transform.position + transform.TransformVector(m_LootSpawnOffset), Quaternion.identity);
}
}
// --------------- Internal ---------------
[Serializable]
public class DebrisFragment
{
public Rigidbody Fragment { get { return m_Piece; } }
[SerializeField]
private Rigidbody m_Piece;
[Header("Default Force")]
[SerializeField]
private Vector3 m_DefaultForceMin;
[SerializeField]
private Vector3 m_DefaultForceMax;
public DebrisFragment(Rigidbody rigidbody, Vector3 defaultForceMin = default(Vector3), Vector3 defaultForceMax = default(Vector3))
{
m_Piece = rigidbody;
m_DefaultForceMin = defaultForceMin;
m_DefaultForceMax = defaultForceMax;
}
public void ApplyDefaultForce()
{
Vector3 force = new Vector3(
Random.Range(m_DefaultForceMin.x, m_DefaultForceMax.x),
Random.Range(m_DefaultForceMin.y, m_DefaultForceMax.y),
Random.Range(m_DefaultForceMin.z, m_DefaultForceMax.z));
m_Piece.AddForce(force, ForceMode.Impulse);
}
public void ApplyCustomForce(Vector3 force, ForceMode forceMode)
{
m_Piece.AddForce(force, forceMode);
}
}
}
}