mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
112 lines
2.7 KiB
C#
112 lines
2.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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namespace SanAndreasUnity.Utilities
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{
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public class DamageInfo
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{
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public float amount = 0f;
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public string damageType = null;
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public Transform raycastHitTransform = null;
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public object attacker = null;
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public object data = null;
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}
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public static class DamageType
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{
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public static readonly string
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Bullet = "Bullet",
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Explosion = "Explosion";
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}
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public class Damageable : MonoBehaviour
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{
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[SerializeField] private float m_health = 0f;
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public float Health { get { return m_health; } set { m_health = value; } }
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[SerializeField] private UnityEvent m_onDamage = new UnityEvent ();
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public UnityEvent OnDamageEvent => m_onDamage;
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public DamageInfo LastDamageInfo { get; private set; }
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public void Damage (DamageInfo info)
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{
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this.LastDamageInfo = info;
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F.RunExceptionSafe(() => m_onDamage.Invoke());
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}
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public void HandleDamageByDefault ()
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{
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DamageInfo info = this.LastDamageInfo;
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this.Health -= info.amount;
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if (this.Health <= 0f) {
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Destroy (this.gameObject);
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}
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}
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public static void InflictDamageToObjectsInArea(
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Vector3 center, float radius, float damageAmount, AnimationCurve damageOverDistanceCurve, string damageType)
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{
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Collider[] overlappingColliders = Physics.OverlapSphere(center, radius);
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var damagables = new Dictionary<Damageable, List<Collider>>();
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foreach (var collider in overlappingColliders)
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{
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var damagable = collider.GetComponentInParent<Damageable>();
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if (damagable != null)
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{
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if (damagables.ContainsKey(damagable))
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{
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damagables[damagable].Add(collider);
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}
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else
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{
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damagables.Add(damagable, new List<Collider>() { collider });
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}
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}
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}
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foreach (var pair in damagables)
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{
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Damageable damageable = pair.Key;
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List<Collider> colliders = pair.Value;
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// find closest point from all colliders
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float closestPointDistance = float.MaxValue;
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foreach (var collider in pair.Value)
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{
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Vector3 closestPointOnCollider = collider.ClosestPointOrBoundsCenter(center);
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float distanceToPointOnCollider = Vector3.Distance(center, closestPointOnCollider);
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if (distanceToPointOnCollider < closestPointDistance)
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{
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closestPointDistance = distanceToPointOnCollider;
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}
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}
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// apply damage based on closest distance
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float distance = closestPointDistance;
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float distanceFactor = damageOverDistanceCurve.Evaluate(Mathf.Clamp01(distance / radius));
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float damageAmountBasedOnDistance = damageAmount * distanceFactor;
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F.RunExceptionSafe(() => damageable.Damage(new DamageInfo() { amount = damageAmountBasedOnDistance, damageType = damageType }));
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}
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}
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}
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}
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