90 lines
3.3 KiB
C#
90 lines
3.3 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace BNG {
|
|
public class Explosive : MonoBehaviour {
|
|
|
|
[Header("Explosion Settings : ")]
|
|
[Tooltip("Objects within this radius will have damage and force applied to it")]
|
|
public float ExplosionRadius = 5f;
|
|
|
|
[Tooltip("Apply damage to an item if it has a Damageable component attached. ")]
|
|
public float ExplosionDamage = 0f;
|
|
|
|
[Tooltip("If an object has a Rigidbody and is within ExplosionRadius, it will have this amount of ExplosionForce added to it")]
|
|
public float ExplosionForce = 500f;
|
|
|
|
[Tooltip("Add an UpwardsModifier to AddExplosionForce. Use this to make objects fly more up into the air, instead of just outwardly.")]
|
|
public float ExplosiveUpwardsModifier = 3f;
|
|
|
|
|
|
[Header("Shown for Debug : ")]
|
|
public bool ShowExplosionRadius = false;
|
|
|
|
public virtual void DoExplosion() {
|
|
StartCoroutine(explosionRoutine());
|
|
}
|
|
|
|
IEnumerator explosionRoutine() {
|
|
|
|
// Get all objects in explosion radius
|
|
Collider[] colliders = Physics.OverlapSphere(transform.position, ExplosionRadius);
|
|
|
|
// First Damage all of the items
|
|
for (int x = 0; x < colliders.Length; x++) {
|
|
Collider hit = colliders[x];
|
|
|
|
// Apply Damage
|
|
if (ExplosionDamage > 0) {
|
|
Damageable damageable = hit.GetComponent<Damageable>();
|
|
if (damageable) {
|
|
|
|
if(hit.GetComponent<Explosive>() != null) {
|
|
// Add slight delay do damaging explosives so everything doesn't go off at once
|
|
StartCoroutine(dealDelayedDamaged(damageable, 0.1f));
|
|
}
|
|
else {
|
|
damageable.DealDamage(ExplosionDamage, hit.ClosestPoint(transform.position), transform.eulerAngles, true, gameObject, hit.gameObject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Wait a frame so physics can be applied after damaging the items
|
|
yield return new WaitForFixedUpdate();
|
|
colliders = Physics.OverlapSphere(transform.position, ExplosionRadius);
|
|
|
|
// Then Add Physics Force
|
|
for (int x = 0; x < colliders.Length; x++) {
|
|
Collider hit = colliders[x];
|
|
|
|
Rigidbody rb = hit.GetComponent<Rigidbody>();
|
|
|
|
// Add physics force
|
|
if (rb != null) {
|
|
rb.AddExplosionForce(ExplosionForce, transform.position, ExplosionRadius, ExplosiveUpwardsModifier);
|
|
}
|
|
}
|
|
|
|
yield return null;
|
|
}
|
|
|
|
IEnumerator dealDelayedDamaged(Damageable damageable, float delayTime) {
|
|
yield return new WaitForSeconds(delayTime);
|
|
|
|
damageable.DealDamage(ExplosionDamage);
|
|
}
|
|
|
|
void OnDrawGizmosSelected() {
|
|
// Draw a yellow sphere at the transform's position
|
|
if(ShowExplosionRadius) {
|
|
Gizmos.color = Color.yellow;
|
|
Gizmos.DrawSphere(transform.position, ExplosionRadius);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|