BloodAndGore/Assets/Scripts/Explodable.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon {
public class Explodable : MonoBehaviour {
public GameObject[] BodypartPrefabs;
public bool DebugExplode = false;
private void Start() {
foreach (GameObject Obj in BodypartPrefabs) {
Rigidbody2D Body = Obj.GetComponent<Rigidbody2D>();
if (Body == null) {
Debug.LogError($"'{Obj.name}' is an explodable bodypart, and does not have a Rigidbody2D!\n\n" +
"Therefore it cannot be exploded. Please provide one.\n" +
"Following is the GameObject that needs to get a Rigidbody2D.");
}
}
}
private void Update() {
if (DebugExplode) {
DebugExplode = false;
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Explode(false);
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}
}
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public void Explode(bool destroyGameObject) {
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foreach (GameObject Obj in BodypartPrefabs) {
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// No body parts flying in censored mode
if (!Options.CensorGore) {
GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null);
Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
if (Bodypart == null) {
continue;
}
float Force = 0.5f + Random.value * 0.5f;
float DirectionRadians = Random.value * Mathf.PI * 2.0f;
Bodypart.AddForce(new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians)) * Force, ForceMode2D.Impulse);
Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse);
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}
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// Blood is replaced by flowers though, no problem with that
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BloodLauncher.Splatter(transform.position, Vector2.zero, 70, 50f, 360f);
}
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if (destroyGameObject) {
Destroy(gameObject);
}
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}
}
}