BloodAndGore/Assets/Scripts/Effects/Explodable.cs

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using UnityEngine;
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using Saltosion.OneWeapon.Utils;
using Saltosion.OneWeapon.Player;
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namespace Saltosion.OneWeapon.Effects {
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public class Explodable : MonoBehaviour {
public GameObject[] BodypartPrefabs;
public bool DebugExplode = false;
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public int ParticlesPerBodypart = 70;
public float BodypartMinCount = 1;
public float BodypartMaxCount = 1;
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public DebrisType DebrisType;
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private CameraFX CameraFX;
private PlayerFun PlayerFun;
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private Transform ExplodableContainer;
private bool DestroyedAlready = false;
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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.");
}
}
CameraFX = Camera.main.GetComponent<CameraFX>();
PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
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ExplodableContainer = GameObject.FindGameObjectWithTag("BodypartContainer").transform;
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}
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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// Destroying the object during explosion implies that it can explode only once,
// but Destroy() doesn't happen instantly, so here's a guard for that.
if (destroyGameObject && DestroyedAlready) {
return;
}
int Count = (int)(BodypartMinCount + (BodypartMaxCount - BodypartMinCount) * Random.value);
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for (int i = 0; i < Count; i++) {
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GameObject Obj = BodypartPrefabs[i % BodypartPrefabs.Length];
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float DirectionRadians = Random.value * Mathf.PI * 2.0f;
Vector2 Direction = new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians));
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if (!Options.CensorGore || DebrisType != DebrisType.Blood) {
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GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), ExplodableContainer);
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Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
if (Bodypart == null) {
continue;
}
float Force = 0.5f + Random.value * 0.5f;
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Bodypart.AddForce(Direction * Force, ForceMode2D.Impulse);
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Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse);
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}
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DebrisLauncher.Splatter(DebrisType, transform.position + (Vector3)Direction * 0.5f, Vector2.zero, ParticlesPerBodypart, 50f, 360f);
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}
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PlayerFun.GainKill();
PlayerFun.Explosion(false);
CameraFX.ScreenShake(10);
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if (destroyGameObject) {
Destroy(gameObject);
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DestroyedAlready = true;
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}
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}
}
}