SanAndreasUnity/Assets/Scripts/Behaviours/Vehicles/Vehicle_Damage.cs

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using System.Linq;
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using SanAndreasUnity.Behaviours.Audio;
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using SanAndreasUnity.Net;
using SanAndreasUnity.Utilities;
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using UnityEngine;
namespace SanAndreasUnity.Behaviours.Vehicles
{
public partial class Vehicle
{
public Damageable Damageable { get; private set; }
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public float Health { get; set; } = 1000;
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public float MaxHealth { get; set; } = 1000;
public bool IsUnderFlame { get; private set; } = false;
public bool IsUnderSmoke { get; private set; } = false;
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bool m_alreadyExploded = false;
public bool ExplodedThisFrame => m_alreadyExploded;
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public float TimeWhenBecameUnderFlame { get; private set; } = float.NegativeInfinity;
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public float TimeSinceBecameUnderFlame => Time.time - this.TimeWhenBecameUnderFlame;
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GameObject m_smokeGameObject;
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GameObject m_flameGameObject;
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public static AudioClip ExplosionSound { get; private set; }
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void Awake_Damage()
{
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}
void SetupDamagable()
{
this.Damageable = this.HighDetailMeshesParent.gameObject.AddComponent<Damageable>();
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this.Damageable.OnDamageEvent.AddListener(() => this.OnDamaged());
}
void OnDamaged()
{
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if (!NetStatus.IsServer)
return;
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var damageInfo = this.Damageable.LastDamageInfo;
if (this.Health <= 0)
return;
this.Health -= damageInfo.amount;
if (this.Health <= 0)
{
this.Explode();
}
}
void Update_Damage()
{
bool shouldBeUnderSmoke = this.MaxHealth * 0.33f >= this.Health;
if (shouldBeUnderSmoke != this.IsUnderSmoke)
{
// smoke status changed
this.IsUnderSmoke = shouldBeUnderSmoke;
// update vfx
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this.UpdateSmokeVfx();
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}
bool shouldBeUnderFlame = this.MaxHealth * 0.1f >= this.Health;
if (shouldBeUnderFlame != this.IsUnderFlame)
{
// flame status changed
this.IsUnderFlame = shouldBeUnderFlame;
if (this.IsUnderFlame)
this.TimeWhenBecameUnderFlame = Time.time;
// update vfx
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this.UpdateFlameVfx();
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}
if (this.IsUnderFlame && Time.time - this.TimeWhenBecameUnderFlame >= 5)
{
// enough time passed since vehicle flamed - explode it
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if (NetStatus.IsServer)
{
this.Explode();
}
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}
}
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void UpdateSmokeVfx()
{
if (this.IsUnderSmoke)
{
if (null == m_smokeGameObject)
{
Transform parent = this.EngineTransform != null ? this.EngineTransform : this.transform;
m_smokeGameObject = Object.Instantiate(
VehicleManager.Instance.smokePrefab, parent.position, parent.rotation, parent);
}
}
else
{
if (null != m_smokeGameObject)
{
Object.Destroy(m_smokeGameObject);
m_smokeGameObject = null;
}
}
}
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void UpdateFlameVfx()
{
if (this.IsUnderFlame)
{
if (null == m_flameGameObject)
{
Transform parent = this.EngineTransform != null ? this.EngineTransform : this.transform;
m_flameGameObject = Object.Instantiate(
VehicleManager.Instance.flamePrefab, parent.position, parent.rotation, parent);
}
}
else
{
if (null != m_flameGameObject)
{
Object.Destroy(m_flameGameObject);
m_flameGameObject = null;
}
}
}
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public void Explode()
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{
F.RunExceptionSafe(() => this.ExplodeInternal());
}
private void ExplodeInternal()
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{
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if (m_alreadyExploded)
return;
m_alreadyExploded = true;
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// destroy this game object before doing anything else
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Object.Destroy(this.gameObject);
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// detach vehicle parts
string[] startingNames = new string[] { "door_", "wheel_", "bonnet_", "boot_", "windscreen_", "exhaust_" };
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foreach (var frame in _frames)
{
if (!frame.gameObject.activeInHierarchy)
continue;
if (!startingNames.Any(n => frame.gameObject.name.StartsWith(n)))
continue;
DetachFrameDuringExplosion(frame, VehicleManager.Instance.explosionLeftoverPartsMass, null);
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}
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// chassis need to be handled after all other objects are detached, because chassis can sometimes
// have other objects as children
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Frame chassisFrame = _frames.FirstOrDefault(f => f.Name == "chassis");
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if (null == chassisFrame)
{
Debug.LogError($"Chassis object not found on vehicle {this.DescriptionForLogging}");
}
else
{
DetachFrameDuringExplosion(chassisFrame, this.HandlingData.Mass * 0.8f, null);
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}
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// inflict damage to nearby objects
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Damageable.InflictDamageToObjectsInArea(
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this.transform.position,
VehicleManager.Instance.explosionDamageRadius,
Mathf.Pow(this.HandlingData.Mass, VehicleManager.Instance.explosionMassToDamageExponent),
VehicleManager.Instance.explosionDamageOverDistanceCurve,
DamageType.Explosion);
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// create explosion - this includes effects, physics force, sound
GameObject explosionGo = Object.Instantiate(VehicleManager.Instance.explosionPrefab, this.transform.position, this.transform.rotation);
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if (NetStatus.IsServer)
NetManager.Spawn(explosionGo);
// modify strength of explosion based on vehicle mass
float forceFactor = Mathf.Sqrt(this.HandlingData.Mass) / Mathf.Sqrt(1500f);
var physicsForce = explosionGo.GetComponentOrThrow<ExplosionForce>();
physicsForce.explosionForce *= forceFactor;
physicsForce.upwardsModifier *= forceFactor;
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// assign explosion sound
F.RunExceptionSafe(() => AssignExplosionSound(explosionGo));
// kill all peds inside
foreach (Ped ped in this.Seats
.Select(s => s.OccupyingPed)
.Where(p => p != null)
.ToList())
{
ped.Kill();
}
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}
public void DetachFrameDuringExplosion(string frameName, float mass, GameObject parentGo)
{
Frame frame = this.Frames.FirstOrDefault(f => f.gameObject.name == frameName);
if (null == frame)
{
Debug.LogError($"Failed to find frame by name: {frameName}");
}
else
{
DetachFrameDuringExplosion(frame, mass, parentGo);
}
}
void DetachFrameDuringExplosion(Frame frame, float mass, GameObject parentGo)
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{
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DetachFrameFromTransformDuringExplosion(this.transform, frame, mass, parentGo, this.NetIdentity.netId, this.Definition.Id, this.Colors);
}
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public static void DetachFrameFromTransformDuringExplosion(Transform tr, Frame frame, float mass, GameObject parentGo, uint vehicleNetId, int vehicleModelId, int[] vehicleColors)
{
if (! tr.IsParentOf(frame.transform)) // already detached ?
return;
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var meshFilter = frame.GetComponentInChildren<MeshFilter>();
if (null == meshFilter)
return;
if (!meshFilter.gameObject.activeInHierarchy)
return;
if (null == parentGo)
parentGo = Object.Instantiate(VehicleManager.Instance.explosionLeftoverPartPrefab, meshFilter.transform.position, meshFilter.transform.rotation);
parentGo.name = "vehicle_part_" + meshFilter.gameObject.name;
meshFilter.transform.SetParent(parentGo.transform, true);
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meshFilter.gameObject.layer = UnityEngine.LayerMask.NameToLayer("Default");
var meshCollider = meshFilter.gameObject.GetOrAddComponent<MeshCollider>();
meshCollider.cookingOptions = MeshColliderCookingOptions.None;
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meshCollider.convex = true;
meshCollider.sharedMesh = meshFilter.sharedMesh;
var rigidBody = meshFilter.gameObject.GetOrAddComponent<Rigidbody>();
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rigidBody.mass = mass;
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rigidBody.drag = 0.05f;
rigidBody.maxDepenetrationVelocity = VehicleManager.Instance.explosionLeftoverPartsMaxDepenetrationVelocity;
rigidBody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
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if (NetStatus.IsServer)
{
Object.Destroy(parentGo, VehicleManager.Instance.explosionLeftoverPartsLifetime * Random.Range(0.8f, 1.2f));
var netScript = parentGo.GetComponentOrThrow<NetworkedVehicleDetachedPart>();
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netScript.InitializeOnServer(vehicleNetId, vehicleModelId, vehicleColors, frame.gameObject.name, mass, rigidBody);
NetManager.Spawn(parentGo);
}
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}
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public static void AssignExplosionSound(GameObject explosionGo)
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{
if (null == ExplosionSound)
ExplosionSound = AudioManager.CreateAudioClipFromSfx("GENRL", 45, 1);
var audioSource = explosionGo.GetComponentOrThrow<AudioSource>();
audioSource.clip = ExplosionSound;
audioSource.Play();
}
void OnDrawGizmosSelected()
{
// draw sphere indicating explosion damage radius
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(this.transform.position, VehicleManager.Instance.explosionDamageRadius);
}
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}
}