Add explodables

This commit is contained in:
Jens Pitkänen 2019-08-04 01:48:41 +03:00
parent 4c4a7e9a96
commit 42e358f578
15 changed files with 831 additions and 20 deletions

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@ -1652,9 +1781,9 @@ Rigidbody2D:
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View File

@ -8,7 +8,7 @@ namespace Saltosion.OneWeapon {
public GameObject BloodParticlePrefab; public GameObject BloodParticlePrefab;
public Transform ParticleRoot; public Transform ParticleRoot;
public int MaxParticles; public int MaxParticles;
public bool Launch = false; public bool DebugLaunch = false;
public static void Splatter(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) { public static void Splatter(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
for (int i = 0; i < particleCount; i++) { for (int i = 0; i < particleCount; i++) {

View File

@ -21,11 +21,12 @@ namespace Saltosion.OneWeapon {
Velocity *= 1.0f - Time.fixedDeltaTime * 20.0f; Velocity *= 1.0f - Time.fixedDeltaTime * 20.0f;
if (CurrentlyStuckOn != null) { if (CurrentlyStuckOn != null) {
bool IsStatic = CurrentlyStuckOn.bodyType == RigidbodyType2D.Static; bool IsStatic = CurrentlyStuckOn.bodyType == RigidbodyType2D.Static;
Velocity *= 1.0f - Time.fixedDeltaTime * (IsStatic ? 35.0f : 15.0f); Velocity *= 1.0f - Time.fixedDeltaTime * (IsStatic ? 50.0f : 15.0f);
} }
if (Velocity.magnitude < 0.1) { if (Velocity.magnitude < 0.1) {
if (CurrentlyStuckOn != null && GetsStuck) { if (CurrentlyStuckOn != null && GetsStuck) {
transform.parent = CurrentlyStuckOn.transform; transform.parent = CurrentlyStuckOn.transform;
GetComponentInChildren<SpriteRenderer>().sortingLayerName = "Blood Particles (On characters)";
} }
Destroy(GetComponent<BoxCollider2D>()); Destroy(GetComponent<BoxCollider2D>());
Destroy(this); Destroy(this);
@ -39,6 +40,8 @@ namespace Saltosion.OneWeapon {
Velocity = Velocity.normalized * Mathf.Min(IsStatic ? 15.0f : 60.0f, Velocity.magnitude); Velocity = Velocity.normalized * Mathf.Min(IsStatic ? 15.0f : 60.0f, Velocity.magnitude);
CurrentlyStuckOn = Hit.rigidbody; CurrentlyStuckOn = Hit.rigidbody;
AppliedMovement = Velocity * Time.fixedDeltaTime; AppliedMovement = Velocity * Time.fixedDeltaTime;
} else if (CurrentlyStuckOn != null) {
CurrentlyStuckOn = null;
} }
Vector2 NewPosition = (Vector2)transform.position + AppliedMovement; Vector2 NewPosition = (Vector2)transform.position + AppliedMovement;

View File

@ -0,0 +1,44 @@
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;
Explode();
}
}
public void Explode() {
foreach (GameObject Obj in BodypartPrefabs) {
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);
BloodLauncher.Splatter(transform.position, Vector2.zero, 70, 50f, 360f);
}
}
}
}

View File

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View File

@ -53,4 +53,4 @@ Physics2DSettings:
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m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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View File

@ -44,9 +44,12 @@ TagManager:
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