SanAndreasUnity/Assets/Scripts/Behaviours/Vehicles/Damage/VehicleDamage.cs

779 lines
33 KiB
C#
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2020-05-31 17:07:22 +00:00
using SanAndreasUnity.Utilities;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace SanAndreasUnity.Behaviours.Vehicles
{
[RequireComponent(typeof(Vehicle))]
[DisallowMultipleComponent]
[AddComponentMenu("RVP/Damage/Vehicle Damage", 0)]
//Class for damaging vehicles
public class VehicleDamage : MonoBehaviour
{
private Transform tr;
private Rigidbody rb;
private Vehicle vp;
[Range(0, 1)]
public float strength;
public float damageFactor = 1;
public float maxCollisionMagnitude = 100;
[Tooltip("Maximum collision points to use when deforming, has large effect on performance")]
public int maxCollisionPoints = 2;
[Tooltip("Collisions underneath this local y-position will be ignored")]
public float collisionIgnoreHeight;
[Tooltip("If true, grounded wheels will not be damaged, but can still be displaced")]
public bool ignoreGroundedWheels;
[Tooltip("Minimum time in seconds between collisions")]
public float collisionTimeGap = 0.1f;
private float hitTime;
[Tooltip("Whether the edges of adjacent deforming parts should match")]
public bool seamlessDeform;
[Tooltip("Add some perlin noise to deformation")]
public bool usePerlinNoise = true;
[Tooltip("Recalculate normals of deformed meshes")]
public bool calculateNormals = true;
[Tooltip("Parts that are damaged")]
public Transform[] damageParts;
[Tooltip("Meshes that are deformed")]
public MeshFilter[] deformMeshes;
private bool[] damagedMeshes;
private DamageLogger[] damageLogger;
private Mesh[] tempMeshes;
private meshVerts[] meshVertices;
[Tooltip("Mesh colliders that are deformed (Poor performance, must be convex)")]
public MeshCollider[] deformColliders;
// WIP: Collider
private bool[] damagedCols;
private Mesh[] tempCols;
private meshVerts[] colVertices;
[Tooltip("Parts that are displaced")]
public Transform[] displaceParts;
private Vector3[] initialPartPositions;
private ContactPoint nullContact = new ContactPoint();
private const float lightContactDistance = 5;
//Only for debug
public Vector3 lastContact = Vector3.zero;
private void Awake()
{
TextGizmo.Init();
}
private void Start()
{
tr = transform;
rb = GetComponent<Rigidbody>();
vp = GetComponent<Vehicle>();
//Tell VehicleParent not to play crashing sounds because this script takes care of it
#if RVP
vp.playCrashSounds = false;
vp.playCrashSparks = false;
#endif
if (deformMeshes != null && deformMeshes.Length > 0)
{
//Set up mesh data
tempMeshes = new Mesh[deformMeshes.Length];
damagedMeshes = new bool[deformMeshes.Length];
damageLogger = new DamageLogger[deformMeshes.Length];
meshVertices = new meshVerts[deformMeshes.Length];
for (int i = 0; i < deformMeshes.Length; i++)
{
tempMeshes[i] = deformMeshes[i].mesh;
meshVertices[i] = new meshVerts();
meshVertices[i].verts = deformMeshes[i].mesh.vertices;
meshVertices[i].initialVerts = deformMeshes[i].mesh.vertices;
damagedMeshes[i] = false;
}
}
if (deformColliders != null && deformColliders.Length > 0)
{
//Set up mesh collider data
tempCols = new Mesh[deformColliders.Length];
damagedCols = new bool[deformColliders.Length];
colVertices = new meshVerts[deformColliders.Length];
for (int i = 0; i < deformColliders.Length; i++)
{
tempCols[i] = (Mesh)Instantiate(deformColliders[i].GetSharedMesh());
colVertices[i] = new meshVerts();
colVertices[i].verts = deformColliders[i].GetSharedMesh().vertices;
colVertices[i].initialVerts = deformColliders[i].GetSharedMesh().vertices;
damagedCols[i] = false;
}
}
if (displaceParts != null && displaceParts.Length > 0)
{
//Set initial positions for displaced parts
initialPartPositions = new Vector3[displaceParts.Length];
for (int i = 0; i < displaceParts.Length; i++)
{
initialPartPositions[i] = displaceParts[i].localPosition;
}
}
}
private void FixedUpdate()
{
//Decrease timer for collisionTimeGap
hitTime = Mathf.Max(0, hitTime - Time.fixedDeltaTime);
//Make sure damageFactor is not negative
damageFactor = Mathf.Max(0, damageFactor);
}
//Apply damage on collision
private void OnCollisionEnter(Collision col)
{
if (hitTime == 0 && col.relativeVelocity.sqrMagnitude * damageFactor > 1 && strength < 1)
{
Vector3 normalizedVel = col.relativeVelocity.normalized;
int colsChecked = 0;
bool soundPlayed = false;
bool sparkPlayed = false;
hitTime = collisionTimeGap;
foreach (ContactPoint curCol in col.contacts)
{ // WIP: Look deeper into GlobalControl
if (tr.InverseTransformPoint(curCol.point).y > collisionIgnoreHeight) //&& GlobalControl.damageMaskStatic == (GlobalControl.damageMaskStatic | (1 << curCol.otherCollider.gameObject.layer)))
{
colsChecked++;
#if RVP
//Play crash sound
if (vp.crashSnd && vp.crashClips.Length > 0 && !soundPlayed)
{
vp.crashSnd.PlayOneShot(vp.crashClips[Random.Range(0, vp.crashClips.Length)], Mathf.Clamp01(col.relativeVelocity.magnitude * 0.1f));
soundPlayed = true;
}
//Play crash sparks
if (vp.sparks && !sparkPlayed)
{
vp.sparks.transform.position = curCol.point;
vp.sparks.transform.rotation = Quaternion.LookRotation(normalizedVel, curCol.normal);
vp.sparks.Play();
sparkPlayed = true;
}
#endif
DamageApplication(curCol.point, col.relativeVelocity, maxCollisionMagnitude, curCol.normal, curCol, true);
}
//Stop checking collision points when limit reached
if (colsChecked >= maxCollisionPoints)
{
break;
}
}
FinalizeDamage();
}
}
//Damage application from collision contact point
public void ApplyDamage(ContactPoint colPoint, Vector3 colVel)
{
DamageApplication(colPoint.point, colVel, Mathf.Infinity, colPoint.normal, colPoint, true);
FinalizeDamage();
}
//Same as above, but with extra float for clamping collision force
public void ApplyDamage(ContactPoint colPoint, Vector3 colVel, float damageForceLimit)
{
DamageApplication(colPoint.point, colVel, damageForceLimit, colPoint.normal, colPoint, true);
FinalizeDamage();
}
//Damage application from source other than collisions, e.g., an explosion
public void ApplyDamage(Vector3 damagePoint, Vector3 damageForce)
{
DamageApplication(damagePoint, damageForce, Mathf.Infinity, damageForce.normalized, nullContact, false);
FinalizeDamage();
}
//Same as above, but with extra float for clamping damage force
public void ApplyDamage(Vector3 damagePoint, Vector3 damageForce, float damageForceLimit)
{
DamageApplication(damagePoint, damageForce, damageForceLimit, damageForce.normalized, nullContact, false);
FinalizeDamage();
}
//Damage application from array of points
public void ApplyDamage(Vector3[] damagePoints, Vector3 damageForce)
{
foreach (Vector3 curDamagePoint in damagePoints)
{
DamageApplication(curDamagePoint, damageForce, Mathf.Infinity, damageForce.normalized, nullContact, false);
}
FinalizeDamage();
}
//Damage application from array of points, but with extra float for clamping damage force
public void ApplyDamage(Vector3[] damagePoints, Vector3 damageForce, float damageForceLimit)
{
foreach (Vector3 curDamagePoint in damagePoints)
{
DamageApplication(curDamagePoint, damageForce, damageForceLimit, damageForce.normalized, nullContact, false);
}
FinalizeDamage();
}
//Where the damage is actually applied
private void DamageApplication(Vector3 damagePoint, Vector3 damageForce, float damageForceLimit, Vector3 surfaceNormal, ContactPoint colPoint, bool useContactPoint)
{
float colMag = Mathf.Min(damageForce.magnitude, maxCollisionMagnitude) * (1 - strength) * damageFactor; //Magnitude of collision
float clampedColMag = Mathf.Pow(Mathf.Sqrt(colMag) * 0.5f, 1.5f); //Clamped magnitude of collision
Vector3 clampedVel = Vector3.ClampMagnitude(damageForce, damageForceLimit); //Clamped velocity of collision
Vector3 normalizedVel = damageForce.normalized;
float surfaceDot; //Dot production of collision velocity and surface normal
float massFactor = 1; //Multiplier for damage based on mass of other rigidbody
Transform curDamagePart;
float damagePartFactor;
MeshFilter curDamageMesh;
Transform curDisplacePart;
Transform seamKeeper = null; //Transform for maintaining seams on shattered parts
Vector3 seamLocalPoint;
Vector3 vertProjection;
Vector3 translation;
Vector3 clampedTranslation;
Vector3 localPos;
float vertDist;
float distClamp;
DetachablePart detachedPart;
#if RVP
Suspension damagedSus;
#endif
//Get mass factor for multiplying damage
if (useContactPoint)
{
damagePoint = colPoint.point;
surfaceNormal = colPoint.normal;
if (colPoint.otherCollider.attachedRigidbody)
{
massFactor = Mathf.Clamp01(colPoint.otherCollider.attachedRigidbody.mass / rb.mass);
}
}
surfaceDot = Mathf.Clamp01(Vector3.Dot(surfaceNormal, normalizedVel)) * (Vector3.Dot((tr.position - damagePoint).normalized, normalizedVel) + 1) * 0.5f;
#if RVP
//Damage damageable parts
for (int i = 0; i < damageParts.Length; i++)
{
curDamagePart = damageParts[i];
damagePartFactor = colMag * surfaceDot * massFactor * Mathf.Min(clampedColMag * 0.01f, (clampedColMag * 0.001f) / Mathf.Pow(Vector3.Distance(curDamagePart.position, damagePoint), clampedColMag));
//Damage motors
Motor damagedMotor = curDamagePart.GetComponent<Motor>();
if (damagedMotor)
{
damagedMotor.health -= damagePartFactor * (1 - damagedMotor.strength);
}
//Damage transmissions
Transmission damagedTransmission = curDamagePart.GetComponent<Transmission>();
if (damagedTransmission)
{
damagedTransmission.health -= damagePartFactor * (1 - damagedTransmission.strength);
}
}
#endif
if (deformMeshes != null && deformMeshes.Length > 0)
//Deform meshes
for (int i = 0; i < deformMeshes.Length; i++)
{
curDamageMesh = deformMeshes[i];
localPos = curDamageMesh.transform.InverseTransformPoint(damagePoint);
translation = curDamageMesh.transform.InverseTransformDirection(clampedVel);
clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag);
//Shatter parts that can shatter
ShatterPart shattered = curDamageMesh.GetComponent<ShatterPart>();
if (shattered != null)
{
seamKeeper = shattered.seamKeeper;
if (Vector3.Distance(curDamageMesh.transform.position, damagePoint) < colMag * surfaceDot * 0.1f * massFactor && colMag * surfaceDot * massFactor > shattered.breakForce)
{
shattered.Shatter();
}
}
//Actual deformation
if (translation.sqrMagnitude > 0 && strength < 1)
{
for (int j = 0; j < meshVertices[i].verts.Length; j++)
{
vertDist = Vector3.Distance(meshVertices[i].verts[j], localPos);
distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag);
if (distClamp > 0.001f)
{
damagedMeshes[i] = true;
if (seamKeeper == null || seamlessDeform)
{
vertProjection = seamlessDeform ? Vector3.zero : Vector3.Project(normalizedVel, meshVertices[i].verts[j]);
meshVertices[i].verts[j] += (clampedTranslation - vertProjection * (usePerlinNoise ? 1 + Mathf.PerlinNoise(meshVertices[i].verts[j].x * 100, meshVertices[i].verts[j].y * 100) : 1)) * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor;
}
else
{
seamLocalPoint = seamKeeper.InverseTransformPoint(curDamageMesh.transform.TransformPoint(meshVertices[i].verts[j]));
meshVertices[i].verts[j] += (clampedTranslation - Vector3.Project(normalizedVel, seamLocalPoint) * (usePerlinNoise ? 1 + Mathf.PerlinNoise(seamLocalPoint.x * 100, seamLocalPoint.y * 100) : 1)) * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor;
}
if (damageLogger[i] == null)
damageLogger[i] = new DamageLogger(meshVertices[i].verts);
else
damageLogger[i].UpdateVertice(j, meshVertices[i].verts[j]);
// Implemented: Broke light on impact
if (lastContact != damagePoint)
{
//Debug.Log("Impact from left side: " + (damagePoint - vp.m_frontLeftLight.transform.position).sqrMagnitude);
lastContact = damagePoint;
}
if (vp != null)
{
if (vp.m_frontLeftLight != null && vp.m_frontLeftLightOk && (damagePoint - vp.m_frontLeftLight.transform.position).sqrMagnitude < lightContactDistance)
vp.m_frontLeftLightOk = false;
if (vp.m_frontRightLight != null && vp.m_frontRightLightOk && (damagePoint - vp.m_frontRightLight.transform.position).sqrMagnitude < lightContactDistance)
vp.m_frontRightLightOk = false;
if (vp.m_rearLeftLight != null && vp.m_rearLeftLightOk && (damagePoint - vp.m_rearLeftLight.transform.position).sqrMagnitude < lightContactDistance)
vp.m_rearLeftLightOk = false;
if (vp.m_rearRightLight != null && vp.m_rearRightLightOk && (damagePoint - vp.m_rearRightLight.transform.position).sqrMagnitude < lightContactDistance)
vp.m_rearRightLightOk = false;
}
}
}
//Affect handling
float avg = damageLogger[i] != null ? damageLogger[i].DamageAverage() : 0;
// WIP: Name could be the same
// WIP: I will not use "me" more
//if (Mathf.Abs(avg) > 0 && curDamageMesh.name.Contains("wheel"))
// Debug.LogFormat("Damage Avg: {0} (Name: {1} from {2})", avg, curDamageMesh.transform.parent.name, vp.name));
if (false)
if (Mathf.Abs(avg) > .01f && curDamageMesh.transform.parent != null && curDamageMesh.transform.parent.name.Contains("wheel") && curDamageMesh.GetComponent<MeshCollider>() == null)
{
curDamageMesh.transform.parent.GetComponent<WheelCollider>().enabled = false;
var col = curDamageMesh.gameObject.AddComponent<MeshCollider>();
col.convex = true;
// WIP: Explode wheel
}
}
}
seamKeeper = null;
if (deformColliders != null && deformColliders.Length > 0)
//Deform mesh colliders
for (int i = 0; i < deformColliders.Length; i++)
{
localPos = deformColliders[i].transform.InverseTransformPoint(damagePoint);
translation = deformColliders[i].transform.InverseTransformDirection(clampedVel);
clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag);
if (translation.sqrMagnitude > 0 && strength < 1)
{
for (int j = 0; j < colVertices[i].verts.Length; j++)
{
vertDist = Vector3.Distance(colVertices[i].verts[j], localPos);
distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag);
if (distClamp > 0.001f)
{
damagedCols[i] = true;
colVertices[i].verts[j] += clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor;
}
}
}
}
if (displaceParts != null && displaceParts.Length > 0)
//Displace parts
for (int i = 0; i < displaceParts.Length; i++)
{
curDisplacePart = displaceParts[i];
translation = clampedVel;
clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag);
if (translation.sqrMagnitude > 0 && strength < 1)
{
vertDist = Vector3.Distance(curDisplacePart.position, damagePoint);
distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag);
if (distClamp > 0.001f)
{
curDisplacePart.position += clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor;
//Detach detachable parts
if (curDisplacePart.GetComponent<DetachablePart>())
{
detachedPart = curDisplacePart.GetComponent<DetachablePart>();
if (colMag * surfaceDot * massFactor > detachedPart.looseForce && detachedPart.looseForce >= 0)
{
detachedPart.initialPos = curDisplacePart.localPosition;
detachedPart.Detach(true);
}
else if (colMag * surfaceDot * massFactor > detachedPart.breakForce)
{
detachedPart.Detach(false);
}
}
//Maybe the parent of this part is what actually detaches, useful for displacing compound colliders that represent single detachable objects
else if (curDisplacePart.parent != null && curDisplacePart.parent.GetComponent<DetachablePart>())
{
detachedPart = curDisplacePart.parent.GetComponent<DetachablePart>();
if (!detachedPart.detached)
{
if (colMag * surfaceDot * massFactor > detachedPart.looseForce && detachedPart.looseForce >= 0)
{
detachedPart.initialPos = curDisplacePart.parent.localPosition;
detachedPart.Detach(true);
}
else if (colMag * surfaceDot * massFactor > detachedPart.breakForce)
{
detachedPart.Detach(false);
}
}
else if (detachedPart.hinge)
{
detachedPart.displacedAnchor += curDisplacePart.parent.InverseTransformDirection(clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor);
}
}
#if RVP
//Damage suspensions and wheels
damagedSus = curDisplacePart.GetComponent<Suspension>();
if (damagedSus)
{
if ((!damagedSus.wheel.grounded && ignoreGroundedWheels) || !ignoreGroundedWheels)
{
curDisplacePart.RotateAround(damagedSus.tr.TransformPoint(damagedSus.damagePivot), Vector3.ProjectOnPlane(damagePoint - curDisplacePart.position, -translation.normalized), clampedColMag * surfaceDot * distClamp * 20 * massFactor);
damagedSus.wheel.damage += clampedColMag * surfaceDot * distClamp * 10 * massFactor;
if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedSus.jamForce)
{
damagedSus.jammed = true;
}
if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedSus.wheel.detachForce)
{
damagedSus.wheel.Detach();
}
foreach (SuspensionPart curPart in damagedSus.movingParts)
{
if (curPart.connectObj && !curPart.isHub && !curPart.solidAxle)
{
if (!curPart.connectObj.GetComponent<SuspensionPart>())
{
curPart.connectPoint += curPart.connectObj.InverseTransformDirection(clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor);
}
}
}
}
}
//Damage hover wheels
HoverWheel damagedHoverWheel = curDisplacePart.GetComponent<HoverWheel>();
if (damagedHoverWheel)
{
if ((!damagedHoverWheel.grounded && ignoreGroundedWheels) || !ignoreGroundedWheels)
{
if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedHoverWheel.detachForce)
{
damagedHoverWheel.Detach();
}
}
}
#endif
}
}
}
}
//Apply damage to meshes
private void FinalizeDamage()
{
if (deformMeshes != null && deformMeshes.Length > 0)
{
//Apply vertices to actual meshes
for (int i = 0; i < deformMeshes.Length; i++)
{
if (damagedMeshes[i])
{
tempMeshes[i].vertices = meshVertices[i].verts;
if (calculateNormals)
{
tempMeshes[i].RecalculateNormals();
}
tempMeshes[i].RecalculateBounds();
}
damagedMeshes[i] = false;
}
}
if (deformColliders != null && deformColliders.Length > 0)
{
//Apply vertices to actual mesh colliders
for (int i = 0; i < deformColliders.Length; i++)
{
if (damagedCols[i])
{
tempCols[i].vertices = colVertices[i].verts;
deformColliders[i].sharedMesh = null;
deformColliders[i].sharedMesh = tempCols[i];
}
damagedCols[i] = false;
}
}
}
public void Repair()
{
#if RVP
//Fix damaged parts
for (int i = 0; i < damageParts.Length; i++)
{
if (damageParts[i].GetComponent<Motor>())
{
damageParts[i].GetComponent<Motor>().health = 1;
}
if (damageParts[i].GetComponent<Transmission>())
{
damageParts[i].GetComponent<Transmission>().health = 1;
}
}
#endif
if (deformMeshes != null && deformMeshes.Length > 0)
//Restore deformed meshes
for (int i = 0; i < deformMeshes.Length; i++)
{
for (int j = 0; j < meshVertices[i].verts.Length; j++)
{
meshVertices[i].verts[j] = meshVertices[i].initialVerts[j];
}
tempMeshes[i].vertices = meshVertices[i].verts;
tempMeshes[i].RecalculateNormals();
tempMeshes[i].RecalculateBounds();
//Fix shattered parts
ShatterPart fixedShatter = deformMeshes[i].GetComponent<ShatterPart>();
if (fixedShatter)
{
fixedShatter.shattered = false;
if (fixedShatter.brokenMaterial)
{
fixedShatter.rend.sharedMaterial = fixedShatter.initialMat;
}
else
{
fixedShatter.rend.enabled = true;
}
}
}
if (deformColliders != null && deformColliders.Length > 0)
//Restore deformed mesh colliders
for (int i = 0; i < deformColliders.Length; i++)
{
for (int j = 0; j < colVertices[i].verts.Length; j++)
{
colVertices[i].verts[j] = colVertices[i].initialVerts[j];
}
tempCols[i].vertices = colVertices[i].verts;
deformColliders[i].sharedMesh = null;
deformColliders[i].sharedMesh = tempCols[i];
}
#if RVP
//Fix displaced parts
Suspension fixedSus;
Transform curDisplacePart;
for (int i = 0; i < displaceParts.Length; i++)
{
curDisplacePart = displaceParts[i];
curDisplacePart.localPosition = initialPartPositions[i];
if (curDisplacePart.GetComponent<DetachablePart>())
{
curDisplacePart.GetComponent<DetachablePart>().Reattach();
}
else if (curDisplacePart.parent.GetComponent<DetachablePart>())
{
curDisplacePart.parent.GetComponent<DetachablePart>().Reattach();
}
fixedSus = curDisplacePart.GetComponent<Suspension>();
if (fixedSus)
{
curDisplacePart.localRotation = fixedSus.initialRotation;
fixedSus.jammed = false;
foreach (SuspensionPart curPart in fixedSus.movingParts)
{
if (curPart.connectObj && !curPart.isHub && !curPart.solidAxle)
{
if (!curPart.connectObj.GetComponent<SuspensionPart>())
{
curPart.connectPoint = curPart.initialConnectPoint;
}
}
}
}
}
//Fix wheels
foreach (Wheel curWheel in vp.wheels)
{
curWheel.Reattach();
curWheel.FixTire();
curWheel.damage = 0;
}
//Fix hover wheels
foreach (HoverWheel curHoverWheel in vp.hoverWheels)
{
curHoverWheel.Reattach();
}
#endif
}
//Draw collisionIgnoreHeight gizmos
private void OnDrawGizmosSelected()
{
Vector3 startPoint = transform.TransformPoint(Vector3.up * collisionIgnoreHeight);
Gizmos.color = Color.red;
Gizmos.DrawRay(startPoint, transform.forward);
Gizmos.DrawRay(startPoint, -transform.forward);
Gizmos.DrawRay(startPoint, transform.right);
Gizmos.DrawRay(startPoint, -transform.right);
foreach (var t in gameObject.GetComponentsInChildren<Transform>().Where(x => x.name.Contains("wheel")))
try
{
TextGizmo.Draw(t.position, damageLogger[System.Array.IndexOf(deformMeshes.Select(x => x.name).ToArray(), t.name)].ToString());
}
catch
{
}
}
//Destroy loose parts
private void OnDestroy()
{
if (displaceParts != null)
foreach (Transform curPart in displaceParts)
{
if (curPart != null && curPart.GetComponent<DetachablePart>() != null && curPart.parent == null)
{
if (curPart.GetComponent<DetachablePart>() && curPart.parent == null)
{
Destroy(curPart.gameObject);
}
else if (curPart.parent.GetComponent<DetachablePart>() && curPart.parent.parent == null)
{
Destroy(curPart.parent.gameObject);
}
}
}
}
}
//Class for easier mesh data manipulation
internal class meshVerts
{
public Vector3[] verts; //Current mesh vertices
public Vector3[] initialVerts; //Original mesh vertices
}
internal class DamageLogger
{
private Vector3[] verticePosition;
private Vector3[] lastVerticePosition;
public DamageLogger(Vector3[] firstRead)
{
int len = firstRead.Length;
verticePosition = new Vector3[len];
lastVerticePosition = new Vector3[len];
// Set first read
for (int i = 0; i < len; ++i)
verticePosition[i] = new Vector3(firstRead[i].x, firstRead[i].y, firstRead[i].z);
}
public void UpdateVertice(int index, Vector3 value)
{
lastVerticePosition[index] = value;
}
public float DamageAverage()
{
return GetDistances().Average();
}
private IEnumerable<float> GetDistances()
{
for (int i = 0; i < verticePosition.Length; ++i)
yield return Vector3.Distance(verticePosition[i], lastVerticePosition[i]);
}
public string ToString()
{
return string.Format("Damage Avg: {0}", DamageAverage());
}
}
}