using SanAndreasUnity.Behaviours.Vehicles; using SanAndreasUnity.Net; using SanAndreasUnity.Utilities; using UnityEngine; using Object = UnityEngine.Object; namespace SanAndreasUnity.Behaviours { public class Projectile : MonoBehaviour { public GameObject explosionPrefab; public float explosionDamageAmount = 1000; public float explosionDamageRadius = 5; public LayerMask collisionLayerMask; public float speed = 10; public float lifeTime = 30; private bool m_alreadyExploded = false; private Rigidbody m_rigidBody; private AudioSource m_audioSource; public static Projectile Create( GameObject prefab, Vector3 position, Quaternion rotation, AudioClip audioClip) { var go = Instantiate(prefab, position, rotation); var projectile = go.GetComponentOrThrow(); if (audioClip != null) { projectile.m_audioSource.clip = audioClip; projectile.m_audioSource.Play(); } return projectile; } void Awake() { m_rigidBody = this.GetComponentOrThrow(); m_audioSource = this.GetComponentOrThrow(); } private void Start() { Destroy(this.gameObject, this.lifeTime); m_rigidBody.velocity = this.transform.forward * this.speed; } private void OnCollisionEnter(Collision other) { if (m_alreadyExploded) return; if (((1 << other.gameObject.layer) & this.collisionLayerMask.value) == 0) return; m_alreadyExploded = true; Object.Destroy(this.gameObject); Vector3 contactPoint = other.contacts[0].point; // inflict damage to nearby objects Damageable.InflictDamageToObjectsInArea( contactPoint, this.explosionDamageRadius, this.explosionDamageAmount, VehicleManager.Instance.explosionDamageOverDistanceCurve, DamageType.Explosion); // create explosion - this includes effects, physics force, sound GameObject explosionGo = Object.Instantiate( this.explosionPrefab, contactPoint, this.transform.rotation); if (NetStatus.IsServer) NetManager.Spawn(explosionGo); // assign explosion sound F.RunExceptionSafe(() => Vehicle.AssignExplosionSound(explosionGo)); } } }