SanAndreasUnity/Assets/Scripts/Behaviours/Vehicles/Vehicle_Damage.cs

238 lines
8.1 KiB
C#

using System.Linq;
using SanAndreasUnity.Utilities;
using UnityEngine;
namespace SanAndreasUnity.Behaviours.Vehicles
{
public partial class Vehicle
{
public Damageable Damageable { get; private set; }
public float Health { get; set; } = 1000;
public float MaxHealth { get; set; } = 1000;
public bool IsUnderFlame { get; private set; } = false;
public bool IsUnderSmoke { get; private set; } = false;
bool m_alreadyExploded = false;
public float TimeWhenBecameUnderFlame { get; private set; } = float.NegativeInfinity;
public float TimeSinceBecameUnderFlame => Time.time - this.TimeWhenBecameUnderFlame;
GameObject m_smokeGameObject;
GameObject m_flameGameObject;
void Awake_Damage()
{
}
void SetupDamagable()
{
this.Damageable = this.HighDetailMeshesParent.gameObject.AddComponent<Damageable>();
this.Damageable.OnDamageEvent.AddListener(() => this.OnDamaged());
}
void OnDamaged()
{
var damageInfo = this.Damageable.LastDamageInfo;
if (this.Health <= 0)
return;
this.Health -= damageInfo.amount;
if (this.Health <= 0)
{
this.Explode();
}
}
void Update_Damage()
{
bool shouldBeUnderSmoke = this.MaxHealth * 0.33f >= this.Health;
if (shouldBeUnderSmoke != this.IsUnderSmoke)
{
// smoke status changed
this.IsUnderSmoke = shouldBeUnderSmoke;
// update vfx
this.UpdateSmokeVfx();
}
bool shouldBeUnderFlame = this.MaxHealth * 0.1f >= this.Health;
if (shouldBeUnderFlame != this.IsUnderFlame)
{
// flame status changed
this.IsUnderFlame = shouldBeUnderFlame;
if (this.IsUnderFlame)
this.TimeWhenBecameUnderFlame = Time.time;
// update vfx
this.UpdateFlameVfx();
}
if (this.IsUnderFlame && Time.time - this.TimeWhenBecameUnderFlame >= 5)
{
// enough time passed since vehicle flamed - explode it
this.Explode();
}
}
void UpdateSmokeVfx()
{
if (this.IsUnderSmoke)
{
if (null == m_smokeGameObject)
{
Transform parent = this.EngineTransform != null ? this.EngineTransform : this.transform;
m_smokeGameObject = Object.Instantiate(
VehicleManager.Instance.smokePrefab, parent.position, parent.rotation, parent);
}
}
else
{
if (null != m_smokeGameObject)
{
Object.Destroy(m_smokeGameObject);
m_smokeGameObject = null;
}
}
}
void UpdateFlameVfx()
{
if (this.IsUnderFlame)
{
if (null == m_flameGameObject)
{
Transform parent = this.EngineTransform != null ? this.EngineTransform : this.transform;
m_flameGameObject = Object.Instantiate(
VehicleManager.Instance.flamePrefab, parent.position, parent.rotation, parent);
}
}
else
{
if (null != m_flameGameObject)
{
Object.Destroy(m_flameGameObject);
m_flameGameObject = null;
}
}
}
public void Explode()
{
F.RunExceptionSafe(() => this.ExplodeInternal());
}
private void ExplodeInternal()
{
if (m_alreadyExploded)
return;
m_alreadyExploded = true;
// destroy this game object before doing anything else
Object.Destroy(this.gameObject);
// detach vehicle parts and apply explosion force on them
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)
{
if (!frame.gameObject.activeInHierarchy)
continue;
if (!startingNames.Any(n => frame.gameObject.name.StartsWith(n)))
continue;
DetachFrameDuringExplosion(
frame, explosionCenter, explosionForce, explosionRadius, VehicleManager.Instance.explosionLeftoverPartsMass);
}
// chassis need to be handled after all other objects are detached, because chassis can sometimes
// have other objects as children
Frame chassisFrame = _frames.FirstOrDefault(f => f.Name == "chassis");
if (null == chassisFrame)
{
Debug.LogError($"Chassis object not found on vehicle {this.DescriptionForLogging}");
}
else
{
DetachFrameDuringExplosion(
chassisFrame,
explosionCenter,
Mathf.Sqrt(this.HandlingData.Mass) * VehicleManager.Instance.explosionChassisForceMultiplier,
explosionRadius,
this.HandlingData.Mass * 0.8f);
}
// inflict damage to nearby objects
Damageable.InflictDamageToObjectsInArea(
explosionCenter,
VehicleManager.Instance.explosionDamageRadius,
Mathf.Pow(this.HandlingData.Mass, VehicleManager.Instance.explosionMassToDamageExponent),
VehicleManager.Instance.explosionDamageOverDistanceCurve);
// create explosion effect
GameObject explosionGo = Object.Instantiate(VehicleManager.Instance.explosionPrefab, this.transform.position, this.transform.rotation);
// modify strength of explosion based on vehicle mass
float forceFactor = Mathf.Sqrt(this.HandlingData.Mass) / Mathf.Sqrt(1500f);
var physicsForce = explosionGo.GetComponentOrThrow<ExplosionForce>();
physicsForce.explosionForce *= forceFactor;
physicsForce.upwardsModifier *= forceFactor;
}
void DetachFrameDuringExplosion(
Frame frame, Vector3 explosionCenter, float explosionForce, float explosionRadius, float mass)
{
var meshFilter = frame.GetComponentInChildren<MeshFilter>();
if (null == meshFilter)
return;
if (!meshFilter.gameObject.activeInHierarchy)
return;
meshFilter.transform.SetParent(null, true);
meshFilter.gameObject.name = "vehicle_part_" + meshFilter.gameObject.name;
meshFilter.gameObject.layer = UnityEngine.LayerMask.NameToLayer("Default");
var meshCollider = meshFilter.gameObject.GetOrAddComponent<MeshCollider>();
meshCollider.convex = true;
meshCollider.sharedMesh = meshFilter.sharedMesh;
var rigidBody = meshFilter.gameObject.GetOrAddComponent<Rigidbody>();
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));
}
void OnDrawGizmosSelected()
{
// draw sphere indicating explosion damage radius
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(this.transform.position, VehicleManager.Instance.explosionDamageRadius);
}
}
}