using SanAndreasUnity.Behaviours.Vehicles; using SanAndreasUnity.Importing.Conversion; using SanAndreasUnity.Net; using SanAndreasUnity.Utilities; using UnityEngine; using UnityStandardAssets.Effects; using Object = UnityEngine.Object; using Random = UnityEngine.Random; namespace SanAndreasUnity.Behaviours { public class Projectile : MonoBehaviour { public GameObject explosionPrefab; public float explosionDamageAmount = 1000; public float explosionDamageRadius = 5; public float particleSystemMultiplier = 1; public float speed = 10; public float acceleration = 4; public float maxSpeed = 50; public float rotationSpeed = 180; public float lifeTime = 30; [SerializeField] private Transform m_modelAttachTransform = null; private bool m_alreadyExploded = false; public Rigidbody RigidBody { get; private set; } public AudioSource AudioSource { get; private set; } public static Projectile Create( GameObject prefab, Vector3 position, Quaternion rotation, Ped shooterPed) { NetStatus.ThrowIfNotOnServer(); var go = Instantiate(prefab, position, rotation); var projectile = go.GetComponentOrThrow(); if (shooterPed != null) { var projectileCollider = projectile.GetComponentOrThrow(); var pedColliders = shooterPed.GetComponentsInChildren(); foreach (var pedCollider in pedColliders) { Physics.IgnoreCollision(pedCollider, projectileCollider); } } NetManager.Spawn(go); return projectile; } void Awake() { this.RigidBody = this.GetComponentOrThrow(); this.AudioSource = this.GetComponentOrThrow(); if (NetStatus.IsServer) Object.Destroy(this.gameObject, this.lifeTime); if (Weapon.ProjectileSound != null) { this.AudioSource.clip = Weapon.ProjectileSound; this.AudioSource.Play(); } if (Weapon.ProjectileModel != null) { Weapon.ProjectileModel.AttachFrames(m_modelAttachTransform, MaterialFlags.Default); } this.RigidBody.velocity = this.transform.forward * this.speed; if (!NetStatus.IsServer) { // disable all colliders var colliders = this.gameObject.GetComponentsInChildren(); foreach (var c in colliders) { c.enabled = false; } } } private void Update() { // rotate model float delta = this.rotationSpeed * Time.deltaTime * Random.Range (0.75f, 1.25f); m_modelAttachTransform.rotation *= Quaternion.AngleAxis (delta, Vector3.forward); // accelerate projectile Vector3 currentVectorSpeed = this.RigidBody.velocity; float currentSpeed = currentVectorSpeed.magnitude; if (currentSpeed < this.maxSpeed) { float newSpeed = currentSpeed + this.acceleration * Time.deltaTime; this.RigidBody.velocity = currentVectorSpeed.normalized * newSpeed; } } private void OnCollisionEnter(Collision other) { if (!NetStatus.IsServer) return; if (m_alreadyExploded) 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); var psm = explosionGo.GetComponentOrThrow(); psm.multiplier = this.particleSystemMultiplier; NetManager.Spawn(explosionGo); // assign explosion sound F.RunExceptionSafe(() => Vehicle.AssignExplosionSound(explosionGo)); } } }