82 lines
2.7 KiB
C#
82 lines
2.7 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BNG {
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/// <summary>
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/// This collider will Damage a Damageable object on impact
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/// </summary>
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public class DamageCollider : MonoBehaviour {
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/// <summary>
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/// How much damage to apply to the Damageable object
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/// </summary>
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public float Damage = 25f;
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/// <summary>
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/// Used to determine velocity of this collider
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/// </summary>
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public Rigidbody ColliderRigidbody;
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/// <summary>
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/// Minimum Amount of force necessary to do damage. Expressed as relativeVelocity.magnitude
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/// </summary>
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public float MinForce = 0.1f;
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/// <summary>
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/// Our previous frame's last relative velocity value
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/// </summary>
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public float LastRelativeVelocity = 0;
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// How much impulse force was applied last onCollision enter
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public float LastDamageForce = 0;
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/// <summary>
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/// Should this take damage if this collider collides with something? For example, pushing a box off of a ledge and it hits the ground
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/// </summary>
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public bool TakeCollisionDamage = false;
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/// <summary>
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/// How much damage to apply if colliding with something at speed
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/// </summary>
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public float CollisionDamage = 5;
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Damageable thisDamageable;
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private void Start() {
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if (ColliderRigidbody == null) {
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ColliderRigidbody = GetComponent<Rigidbody>();
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}
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thisDamageable = GetComponent<Damageable>();
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}
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private void OnCollisionEnter(Collision collision) {
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if(!this.isActiveAndEnabled) {
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return;
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}
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OnCollisionEvent(collision);
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}
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public virtual void OnCollisionEvent(Collision collision) {
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LastDamageForce = collision.impulse.magnitude;
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LastRelativeVelocity = collision.relativeVelocity.magnitude;
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if (LastDamageForce >= MinForce) {
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// Can we damage what we hit?
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Damageable d = collision.gameObject.GetComponent<Damageable>();
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if (d) {
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d.DealDamage(Damage, collision.GetContact(0).point, collision.GetContact(0).normal, true, gameObject, collision.gameObject);
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}
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// Otherwise, can we take damage ourselves from this collision?
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else if (TakeCollisionDamage && thisDamageable != null) {
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thisDamageable.DealDamage(CollisionDamage, collision.GetContact(0).point, collision.GetContact(0).normal, true, gameObject, collision.gameObject);
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}
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}
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}
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}
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}
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