cleanup code

This commit is contained in:
in0finite 2020-07-01 19:25:59 +02:00
parent 395bcdcf4b
commit 2e0108d662
3 changed files with 9 additions and 22 deletions

View file

@ -23,8 +23,6 @@ namespace SanAndreasUnity.Behaviours.Vehicles
[Range(0.1f, 3f)] public float massToHealthExponent = 1f;
public float explosionForceMultiplier = 700f;
public float explosionChassisForceMultiplier = 11000f;
public float explosionDamageRadius = 7f;
public AnimationCurve explosionDamageOverDistanceCurve = AnimationCurve.Linear(0f, 1f, 1f, 0f);
[Range(0.1f, 3f)] public float explosionMassToDamageExponent = 1f;

View file

@ -146,12 +146,9 @@ namespace SanAndreasUnity.Behaviours.Vehicles
Object.Destroy(this.gameObject);
// detach vehicle parts and apply explosion force on them
// detach vehicle parts
string[] startingNames = new string[] { "door_", "wheel_", "bonnet_", "boot_", "windscreen_", "exhaust_" };
Vector3 explosionCenter = this.transform.position;
float explosionForce = Mathf.Sqrt(this.HandlingData.Mass) * VehicleManager.Instance.explosionForceMultiplier;
float explosionRadius = 10f;
foreach (var frame in _frames)
{
@ -161,8 +158,7 @@ namespace SanAndreasUnity.Behaviours.Vehicles
if (!startingNames.Any(n => frame.gameObject.name.StartsWith(n)))
continue;
DetachFrameDuringExplosion(
frame, explosionCenter, explosionForce, explosionRadius, VehicleManager.Instance.explosionLeftoverPartsMass);
DetachFrameDuringExplosion(frame, VehicleManager.Instance.explosionLeftoverPartsMass);
}
// chassis need to be handled after all other objects are detached, because chassis can sometimes
@ -176,24 +172,19 @@ namespace SanAndreasUnity.Behaviours.Vehicles
}
else
{
DetachFrameDuringExplosion(
chassisFrame,
explosionCenter,
Mathf.Sqrt(this.HandlingData.Mass) * VehicleManager.Instance.explosionChassisForceMultiplier,
explosionRadius,
this.HandlingData.Mass * 0.8f);
DetachFrameDuringExplosion(chassisFrame, this.HandlingData.Mass * 0.8f);
}
// inflict damage to nearby objects
Damageable.InflictDamageToObjectsInArea(
explosionCenter,
this.transform.position,
VehicleManager.Instance.explosionDamageRadius,
Mathf.Pow(this.HandlingData.Mass, VehicleManager.Instance.explosionMassToDamageExponent),
VehicleManager.Instance.explosionDamageOverDistanceCurve,
DamageType.Explosion);
// create explosion effect
// create explosion - this includes effects, physics force, sound
GameObject explosionGo = Object.Instantiate(VehicleManager.Instance.explosionPrefab, this.transform.position, this.transform.rotation);
@ -208,8 +199,7 @@ namespace SanAndreasUnity.Behaviours.Vehicles
}
void DetachFrameDuringExplosion(
Frame frame, Vector3 explosionCenter, float explosionForce, float explosionRadius, float mass)
void DetachFrameDuringExplosion(Frame frame, float mass)
{
var meshFilter = frame.GetComponentInChildren<MeshFilter>();
if (null == meshFilter)
@ -228,7 +218,6 @@ namespace SanAndreasUnity.Behaviours.Vehicles
rigidBody.mass = mass;
rigidBody.drag = 0.05f;
rigidBody.maxDepenetrationVelocity = VehicleManager.Instance.explosionLeftoverPartsMaxDepenetrationVelocity;
//rigidBody.AddExplosionForce(explosionForce, explosionCenter, explosionRadius);
Object.Destroy(meshFilter.gameObject, VehicleManager.Instance.explosionLeftoverPartsLifetime * Random.Range(0.8f, 1.2f));
}

View file

@ -86,7 +86,7 @@ namespace SanAndreasUnity.Utilities
float closestPointDistance = float.MaxValue;
foreach (var collider in pair.Value)
foreach (var collider in colliders)
{
Vector3 closestPointOnCollider = collider.ClosestPointOrBoundsCenter(center);
float distanceToPointOnCollider = Vector3.Distance(center, closestPointOnCollider);