DestructibleObject.cs 3.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Random = UnityEngine.Random;
  5. namespace HQFPSWeapons
  6. {
  7. public class DestructibleObject : MonoBehaviour, IDamageable
  8. {
  9. [Header("Health")]
  10. [SerializeField]
  11. [Clamp(0f, 100f)]
  12. private float m_InitialHealth = 100f;
  13. [SerializeField]
  14. private DamageResistance m_DamageResistance = null;
  15. [Header("Loot")]
  16. [SerializeField]
  17. private ItemPickupRandomList m_AllPossibleLoot = null;
  18. [SerializeField]
  19. [Range(0, 10)]
  20. [Tooltip("How many items will be spawned.")]
  21. private int m_LootGiveAmount = 1;
  22. [SerializeField]
  23. private Vector3 m_LootSpawnOffset = Vector3.zero;
  24. [Header("Debris")]
  25. [SerializeField]
  26. [Tooltip("Must be a child of the object.")]
  27. private GameObject m_DestroyedVersion = null;
  28. [Space]
  29. [SerializeField]
  30. private List<DebrisFragment> m_DebrisFragments = null;
  31. [SerializeField]
  32. private bool m_ApplyDefaultDebrisForce = false;
  33. [SerializeField]
  34. private float m_CustomDebrisForceMult = 1f;
  35. private float m_CurrentHealth;
  36. #if UNITY_EDITOR
  37. public void SetDebrisFragments(List<DebrisFragment> debrisFragments)
  38. {
  39. m_DebrisFragments = debrisFragments;
  40. }
  41. #endif
  42. public void TakeDamage(HealthEventData damageData)
  43. {
  44. float damage = -Mathf.Abs(damageData.Delta);
  45. damage *= (1f - m_DamageResistance.GetDamageResistance(damageData));
  46. m_CurrentHealth = Mathf.Clamp(m_CurrentHealth + damage, 0f, m_InitialHealth);
  47. if(m_CurrentHealth == 0f)
  48. DestroyObject(damageData);
  49. }
  50. public LivingEntity GetEntity()
  51. {
  52. return null;
  53. }
  54. private void Start()
  55. {
  56. m_CurrentHealth = m_InitialHealth;
  57. }
  58. private void DestroyObject(HealthEventData data)
  59. {
  60. SpawnLoot();
  61. m_DestroyedVersion.transform.SetParent(transform.parent);
  62. m_DestroyedVersion.SetActive(true);
  63. float customForcePerPiece = (data.HitImpulse * m_CustomDebrisForceMult) / m_DebrisFragments.Count;
  64. for(int i = 0;i < m_DebrisFragments.Count;i ++)
  65. {
  66. Vector3 customForceVecPerPiece = (data.HitDirection + Vector3.down + (m_DebrisFragments[i].Fragment.position - transform.position)) * customForcePerPiece;
  67. if(m_ApplyDefaultDebrisForce)
  68. m_DebrisFragments[i].ApplyDefaultForce();
  69. else
  70. m_DebrisFragments[i].ApplyCustomForce(customForceVecPerPiece, ForceMode.Impulse);
  71. }
  72. Destroy(gameObject);
  73. }
  74. private void SpawnLoot()
  75. {
  76. ItemPickup[] randomLoot;
  77. if(m_AllPossibleLoot.GetRandomItems(m_LootGiveAmount, out randomLoot))
  78. {
  79. for(int i = 0;i < randomLoot.Length;i ++)
  80. Instantiate(randomLoot[i], transform.position + transform.TransformVector(m_LootSpawnOffset), Quaternion.identity);
  81. }
  82. }
  83. // --------------- Internal ---------------
  84. [Serializable]
  85. public class DebrisFragment
  86. {
  87. public Rigidbody Fragment { get { return m_Piece; } }
  88. [SerializeField]
  89. private Rigidbody m_Piece;
  90. [Header("Default Force")]
  91. [SerializeField]
  92. private Vector3 m_DefaultForceMin;
  93. [SerializeField]
  94. private Vector3 m_DefaultForceMax;
  95. public DebrisFragment(Rigidbody rigidbody, Vector3 defaultForceMin = default(Vector3), Vector3 defaultForceMax = default(Vector3))
  96. {
  97. m_Piece = rigidbody;
  98. m_DefaultForceMin = defaultForceMin;
  99. m_DefaultForceMax = defaultForceMax;
  100. }
  101. public void ApplyDefaultForce()
  102. {
  103. Vector3 force = new Vector3(
  104. Random.Range(m_DefaultForceMin.x, m_DefaultForceMax.x),
  105. Random.Range(m_DefaultForceMin.y, m_DefaultForceMax.y),
  106. Random.Range(m_DefaultForceMin.z, m_DefaultForceMax.z));
  107. m_Piece.AddForce(force, ForceMode.Impulse);
  108. }
  109. public void ApplyCustomForce(Vector3 force, ForceMode forceMode)
  110. {
  111. m_Piece.AddForce(force, forceMode);
  112. }
  113. }
  114. }
  115. }