66 lines
2.6 KiB
C#
66 lines
2.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Saltosion.OneWeapon {
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public class Explodable : MonoBehaviour {
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public GameObject[] BodypartPrefabs;
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public bool DebugExplode = false;
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private CameraFX CameraFX;
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private PlayerFun PlayerFun;
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private void Start() {
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foreach (GameObject Obj in BodypartPrefabs) {
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Rigidbody2D Body = Obj.GetComponent<Rigidbody2D>();
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if (Body == null) {
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Debug.LogError($"'{Obj.name}' is an explodable bodypart, and does not have a Rigidbody2D!\n\n" +
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"Therefore it cannot be exploded. Please provide one.\n" +
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"Following is the GameObject that needs to get a Rigidbody2D.");
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}
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}
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CameraFX = Camera.main.GetComponent<CameraFX>();
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PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
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}
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private void Update() {
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if (DebugExplode) {
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DebugExplode = false;
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Explode(false);
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}
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}
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public void Explode(bool destroyGameObject) {
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int Count = Mathf.Clamp((int)(BodypartPrefabs.Length * Random.value + 1), 1, BodypartPrefabs.Length);
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for (int i = 0; i < Count; i++) {
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GameObject Obj = BodypartPrefabs[i];
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// No body parts flying in censored mode
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float DirectionRadians = Random.value * Mathf.PI * 2.0f;
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Vector2 Direction = new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians));
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if (!Options.CensorGore) {
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GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null);
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Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
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if (Bodypart == null) {
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continue;
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}
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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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// Blood is replaced by flowers though, no problem with that
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BloodLauncher.Splatter(transform.position + (Vector3)Direction * 0.5f, Vector2.zero, 70, 50f, 360f);
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}
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PlayerFun.Explosion(false);
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CameraFX.ScreenShake(10);
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if (destroyGameObject) {
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Destroy(gameObject);
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}
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}
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}
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}
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