using UnityEngine; using Saltosion.OneWeapon.Utils; using Saltosion.OneWeapon.Player; namespace Saltosion.OneWeapon.Effects { public class Explodable : MonoBehaviour { public GameObject[] BodypartPrefabs; public bool DebugExplode = false; public int ParticlesPerBodypart = 70; public float BodypartCountMultiplier = 1; public DebrisType DebrisType; private CameraFX CameraFX; private PlayerFun PlayerFun; private void Start() { foreach (GameObject Obj in BodypartPrefabs) { Rigidbody2D Body = Obj.GetComponent(); 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(); PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent(); } private void Update() { if (DebugExplode) { DebugExplode = false; Explode(false); } } public void Explode(bool destroyGameObject) { int Count = (int)(BodypartPrefabs.Length * Random.value * BodypartCountMultiplier + 1); for (int i = 0; i < Count; i++) { GameObject Obj = BodypartPrefabs[i % BodypartPrefabs.Length]; float DirectionRadians = Random.value * Mathf.PI * 2.0f; Vector2 Direction = new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians)); if (!Options.CensorGore || DebrisType != DebrisType.Blood) { GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null); Rigidbody2D Bodypart = NewObj.GetComponent(); if (Bodypart == null) { continue; } float Force = 0.5f + Random.value * 0.5f; Bodypart.AddForce(Direction * Force, ForceMode2D.Impulse); Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse); } DebrisLauncher.Splatter(DebrisType, transform.position + (Vector3)Direction * 0.5f, Vector2.zero, ParticlesPerBodypart, 50f, 360f); } PlayerFun.Explosion(false); CameraFX.ScreenShake(10); if (destroyGameObject) { Destroy(gameObject); } } } }