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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using Random = UnityEngine.Random;
- namespace HQFPSWeapons
- {
- public class DestructibleObject : MonoBehaviour, IDamageable
- {
- [Header("Health")]
- [SerializeField]
- [Clamp(0f, 100f)]
- private float m_InitialHealth = 100f;
- [SerializeField]
- private DamageResistance m_DamageResistance = null;
- [Header("Loot")]
- [SerializeField]
- private ItemPickupRandomList m_AllPossibleLoot = null;
- [SerializeField]
- [Range(0, 10)]
- [Tooltip("How many items will be spawned.")]
- private int m_LootGiveAmount = 1;
- [SerializeField]
- private Vector3 m_LootSpawnOffset = Vector3.zero;
- [Header("Debris")]
- [SerializeField]
- [Tooltip("Must be a child of the object.")]
- private GameObject m_DestroyedVersion = null;
- [Space]
- [SerializeField]
- private List<DebrisFragment> m_DebrisFragments = null;
- [SerializeField]
- private bool m_ApplyDefaultDebrisForce = false;
- [SerializeField]
- private float m_CustomDebrisForceMult = 1f;
- private float m_CurrentHealth;
- #if UNITY_EDITOR
- public void SetDebrisFragments(List<DebrisFragment> debrisFragments)
- {
- m_DebrisFragments = debrisFragments;
- }
- #endif
- public void TakeDamage(HealthEventData damageData)
- {
- float damage = -Mathf.Abs(damageData.Delta);
- damage *= (1f - m_DamageResistance.GetDamageResistance(damageData));
- m_CurrentHealth = Mathf.Clamp(m_CurrentHealth + damage, 0f, m_InitialHealth);
- if(m_CurrentHealth == 0f)
- DestroyObject(damageData);
- }
- public LivingEntity GetEntity()
- {
- return null;
- }
-
- private void Start()
- {
- m_CurrentHealth = m_InitialHealth;
- }
- private void DestroyObject(HealthEventData data)
- {
- SpawnLoot();
- m_DestroyedVersion.transform.SetParent(transform.parent);
- m_DestroyedVersion.SetActive(true);
- float customForcePerPiece = (data.HitImpulse * m_CustomDebrisForceMult) / m_DebrisFragments.Count;
- for(int i = 0;i < m_DebrisFragments.Count;i ++)
- {
- Vector3 customForceVecPerPiece = (data.HitDirection + Vector3.down + (m_DebrisFragments[i].Fragment.position - transform.position)) * customForcePerPiece;
- if(m_ApplyDefaultDebrisForce)
- m_DebrisFragments[i].ApplyDefaultForce();
- else
- m_DebrisFragments[i].ApplyCustomForce(customForceVecPerPiece, ForceMode.Impulse);
- }
- Destroy(gameObject);
- }
- private void SpawnLoot()
- {
- ItemPickup[] randomLoot;
- if(m_AllPossibleLoot.GetRandomItems(m_LootGiveAmount, out randomLoot))
- {
- for(int i = 0;i < randomLoot.Length;i ++)
- Instantiate(randomLoot[i], transform.position + transform.TransformVector(m_LootSpawnOffset), Quaternion.identity);
- }
- }
- // --------------- Internal ---------------
- [Serializable]
- public class DebrisFragment
- {
- public Rigidbody Fragment { get { return m_Piece; } }
- [SerializeField]
- private Rigidbody m_Piece;
- [Header("Default Force")]
- [SerializeField]
- private Vector3 m_DefaultForceMin;
- [SerializeField]
- private Vector3 m_DefaultForceMax;
- public DebrisFragment(Rigidbody rigidbody, Vector3 defaultForceMin = default(Vector3), Vector3 defaultForceMax = default(Vector3))
- {
- m_Piece = rigidbody;
- m_DefaultForceMin = defaultForceMin;
- m_DefaultForceMax = defaultForceMax;
- }
- public void ApplyDefaultForce()
- {
- Vector3 force = new Vector3(
- Random.Range(m_DefaultForceMin.x, m_DefaultForceMax.x),
- Random.Range(m_DefaultForceMin.y, m_DefaultForceMax.y),
- Random.Range(m_DefaultForceMin.z, m_DefaultForceMax.z));
-
- m_Piece.AddForce(force, ForceMode.Impulse);
- }
- public void ApplyCustomForce(Vector3 force, ForceMode forceMode)
- {
- m_Piece.AddForce(force, forceMode);
- }
- }
- }
- }
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