mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-24 04:53:05 +00:00
182 lines
No EOL
5.7 KiB
C#
182 lines
No EOL
5.7 KiB
C#
using SanAndreasUnity.Utilities;
|
|
using UnityEngine;
|
|
|
|
namespace SanAndreasUnity.Behaviours.Vehicles
|
|
{
|
|
[DisallowMultipleComponent]
|
|
[AddComponentMenu("RVP/Damage/Detachable Part", 1)]
|
|
|
|
//Class for parts that can detach
|
|
public class DetachablePart : MonoBehaviour
|
|
{
|
|
private Transform tr;
|
|
private Rigidbody rb;
|
|
private Rigidbody parentBody;
|
|
private Transform initialParent;
|
|
private Vector3 initialLocalPos;
|
|
private Quaternion initialLocalRot;
|
|
|
|
[System.NonSerialized]
|
|
public HingeJoint hinge;
|
|
|
|
[System.NonSerialized]
|
|
public bool detached;
|
|
|
|
[System.NonSerialized]
|
|
public Vector3 initialPos;
|
|
|
|
public float mass = 0.1f;
|
|
public float drag;
|
|
public float angularDrag = 0.05f;
|
|
public float looseForce = -1;
|
|
public float breakForce = 25;
|
|
|
|
[Tooltip("A hinge joint is randomly chosen from the list to use")]
|
|
public PartJoint[] joints;
|
|
|
|
private Vector3 initialAnchor;
|
|
|
|
[System.NonSerialized]
|
|
public Vector3 displacedAnchor;
|
|
|
|
private void Start()
|
|
{
|
|
tr = transform;
|
|
|
|
if (tr.parent)
|
|
{
|
|
initialParent = tr.parent;
|
|
initialLocalPos = tr.localPosition;
|
|
initialLocalRot = tr.localRotation;
|
|
}
|
|
|
|
parentBody = (Rigidbody)F.GetTopmostParentComponent<Rigidbody>(tr);
|
|
initialPos = tr.localPosition;
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (hinge)
|
|
{
|
|
//Destory hinge if displaced too far from original position
|
|
if ((initialAnchor - displacedAnchor).sqrMagnitude > 0.1f)
|
|
{
|
|
Destroy(hinge);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Detach(bool makeJoint)
|
|
{
|
|
if (!detached)
|
|
{
|
|
detached = true;
|
|
tr.parent = null;
|
|
rb = gameObject.AddComponent<Rigidbody>();
|
|
rb.mass = mass;
|
|
rb.drag = drag;
|
|
rb.angularDrag = angularDrag;
|
|
|
|
if (parentBody)
|
|
{
|
|
parentBody.mass -= mass;
|
|
rb.velocity = parentBody.GetPointVelocity(tr.position);
|
|
rb.angularVelocity = parentBody.angularVelocity;
|
|
|
|
//Pick a random hinge joint to use
|
|
if (makeJoint && joints.Length > 0)
|
|
{
|
|
PartJoint chosenJoint = joints[Random.Range(0, joints.Length)];
|
|
initialAnchor = chosenJoint.hingeAnchor;
|
|
displacedAnchor = initialAnchor;
|
|
|
|
hinge = gameObject.AddComponent<HingeJoint>();
|
|
hinge.autoConfigureConnectedAnchor = false;
|
|
hinge.connectedBody = parentBody;
|
|
hinge.anchor = chosenJoint.hingeAnchor;
|
|
hinge.axis = chosenJoint.hingeAxis;
|
|
hinge.connectedAnchor = initialPos + chosenJoint.hingeAnchor;
|
|
hinge.enableCollision = false;
|
|
hinge.useLimits = chosenJoint.useLimits;
|
|
|
|
JointLimits limits = new JointLimits();
|
|
limits.min = chosenJoint.minLimit;
|
|
limits.max = chosenJoint.maxLimit;
|
|
limits.bounciness = chosenJoint.bounciness;
|
|
hinge.limits = limits;
|
|
hinge.useSpring = chosenJoint.useSpring;
|
|
|
|
JointSpring spring = new JointSpring();
|
|
spring.targetPosition = chosenJoint.springTargetPosition;
|
|
spring.spring = chosenJoint.springForce;
|
|
spring.damper = chosenJoint.springDamper;
|
|
hinge.spring = spring;
|
|
hinge.breakForce = breakForce;
|
|
hinge.breakTorque = breakForce;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Reattach()
|
|
{
|
|
if (detached)
|
|
{
|
|
detached = false;
|
|
tr.parent = initialParent;
|
|
tr.localPosition = initialLocalPos;
|
|
tr.localRotation = initialLocalRot;
|
|
|
|
if (parentBody)
|
|
{
|
|
parentBody.mass += mass;
|
|
}
|
|
|
|
if (hinge)
|
|
{
|
|
Destroy(hinge);
|
|
}
|
|
|
|
if (rb)
|
|
{
|
|
Destroy(rb);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Draw joint gizmos
|
|
private void OnDrawGizmosSelected()
|
|
{
|
|
if (!tr)
|
|
{
|
|
tr = transform;
|
|
}
|
|
|
|
if (looseForce >= 0 && joints.Length > 0)
|
|
{
|
|
Gizmos.color = Color.red;
|
|
foreach (PartJoint curJoint in joints)
|
|
{
|
|
Gizmos.DrawRay(tr.TransformPoint(curJoint.hingeAnchor), tr.TransformDirection(curJoint.hingeAxis).normalized * 0.2f);
|
|
Gizmos.DrawWireSphere(tr.TransformPoint(curJoint.hingeAnchor), 0.02f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Class for storing hinge joint information in the joints list
|
|
[System.Serializable]
|
|
public class PartJoint
|
|
{
|
|
public Vector3 hingeAnchor;
|
|
public Vector3 hingeAxis = Vector3.right;
|
|
public bool useLimits;
|
|
public float minLimit;
|
|
public float maxLimit;
|
|
public float bounciness;
|
|
public bool useSpring;
|
|
public float springTargetPosition;
|
|
public float springForce;
|
|
public float springDamper;
|
|
}
|
|
} |