mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 15:59:09 +00:00
251 lines
8.2 KiB
C#
251 lines
8.2 KiB
C#
using System.Linq;
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using SanAndreasUnity.Behaviours.Audio;
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using SanAndreasUnity.Net;
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using SanAndreasUnity.Utilities;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours.Vehicles
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{
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public partial class Vehicle
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{
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public Damageable Damageable { get; private set; }
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public float Health { get; set; } = 1000;
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public float MaxHealth { get; set; } = 1000;
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public bool IsUnderFlame { get; private set; } = false;
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public bool IsUnderSmoke { get; private set; } = false;
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bool m_alreadyExploded = false;
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public float TimeWhenBecameUnderFlame { get; private set; } = float.NegativeInfinity;
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public float TimeSinceBecameUnderFlame => Time.time - this.TimeWhenBecameUnderFlame;
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GameObject m_smokeGameObject;
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GameObject m_flameGameObject;
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public static AudioClip ExplosionSound { get; private set; }
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void Awake_Damage()
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{
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}
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void SetupDamagable()
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{
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this.Damageable = this.HighDetailMeshesParent.gameObject.AddComponent<Damageable>();
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this.Damageable.OnDamageEvent.AddListener(() => this.OnDamaged());
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}
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void OnDamaged()
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{
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if (!NetStatus.IsServer)
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return;
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var damageInfo = this.Damageable.LastDamageInfo;
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if (this.Health <= 0)
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return;
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this.Health -= damageInfo.amount;
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if (this.Health <= 0)
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{
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this.Explode();
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}
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}
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void Update_Damage()
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{
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bool shouldBeUnderSmoke = this.MaxHealth * 0.33f >= this.Health;
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if (shouldBeUnderSmoke != this.IsUnderSmoke)
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{
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// smoke status changed
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this.IsUnderSmoke = shouldBeUnderSmoke;
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// update vfx
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this.UpdateSmokeVfx();
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}
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bool shouldBeUnderFlame = this.MaxHealth * 0.1f >= this.Health;
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if (shouldBeUnderFlame != this.IsUnderFlame)
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{
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// flame status changed
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this.IsUnderFlame = shouldBeUnderFlame;
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if (this.IsUnderFlame)
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this.TimeWhenBecameUnderFlame = Time.time;
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// update vfx
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this.UpdateFlameVfx();
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}
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if (this.IsUnderFlame && Time.time - this.TimeWhenBecameUnderFlame >= 5)
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{
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// enough time passed since vehicle flamed - explode it
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if (NetStatus.IsServer)
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{
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this.Explode();
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}
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}
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}
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void UpdateSmokeVfx()
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{
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if (this.IsUnderSmoke)
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{
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if (null == m_smokeGameObject)
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{
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Transform parent = this.EngineTransform != null ? this.EngineTransform : this.transform;
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m_smokeGameObject = Object.Instantiate(
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VehicleManager.Instance.smokePrefab, parent.position, parent.rotation, parent);
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}
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}
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else
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{
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if (null != m_smokeGameObject)
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{
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Object.Destroy(m_smokeGameObject);
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m_smokeGameObject = null;
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}
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}
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}
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void UpdateFlameVfx()
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{
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if (this.IsUnderFlame)
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{
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if (null == m_flameGameObject)
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{
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Transform parent = this.EngineTransform != null ? this.EngineTransform : this.transform;
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m_flameGameObject = Object.Instantiate(
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VehicleManager.Instance.flamePrefab, parent.position, parent.rotation, parent);
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}
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}
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else
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{
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if (null != m_flameGameObject)
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{
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Object.Destroy(m_flameGameObject);
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m_flameGameObject = null;
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}
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}
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}
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public void Explode()
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{
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F.RunExceptionSafe(() => this.ExplodeInternal());
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}
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private void ExplodeInternal()
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{
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if (m_alreadyExploded)
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return;
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m_alreadyExploded = true;
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// destroy this game object before doing anything else
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Object.Destroy(this.gameObject);
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// detach vehicle parts
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string[] startingNames = new string[] { "door_", "wheel_", "bonnet_", "boot_", "windscreen_", "exhaust_" };
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foreach (var frame in _frames)
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{
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if (!frame.gameObject.activeInHierarchy)
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continue;
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if (!startingNames.Any(n => frame.gameObject.name.StartsWith(n)))
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continue;
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DetachFrameDuringExplosion(frame, VehicleManager.Instance.explosionLeftoverPartsMass);
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}
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// chassis need to be handled after all other objects are detached, because chassis can sometimes
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// have other objects as children
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Frame chassisFrame = _frames.FirstOrDefault(f => f.Name == "chassis");
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if (null == chassisFrame)
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{
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Debug.LogError($"Chassis object not found on vehicle {this.DescriptionForLogging}");
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}
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else
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{
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DetachFrameDuringExplosion(chassisFrame, this.HandlingData.Mass * 0.8f);
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}
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// inflict damage to nearby objects
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Damageable.InflictDamageToObjectsInArea(
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this.transform.position,
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VehicleManager.Instance.explosionDamageRadius,
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Mathf.Pow(this.HandlingData.Mass, VehicleManager.Instance.explosionMassToDamageExponent),
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VehicleManager.Instance.explosionDamageOverDistanceCurve,
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DamageType.Explosion);
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// create explosion - this includes effects, physics force, sound
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GameObject explosionGo = Object.Instantiate(VehicleManager.Instance.explosionPrefab, this.transform.position, this.transform.rotation);
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// modify strength of explosion based on vehicle mass
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float forceFactor = Mathf.Sqrt(this.HandlingData.Mass) / Mathf.Sqrt(1500f);
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var physicsForce = explosionGo.GetComponentOrThrow<ExplosionForce>();
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physicsForce.explosionForce *= forceFactor;
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physicsForce.upwardsModifier *= forceFactor;
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// assign explosion sound
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F.RunExceptionSafe(() => AssignExplosionSound(explosionGo));
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}
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void DetachFrameDuringExplosion(Frame frame, float mass)
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{
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var meshFilter = frame.GetComponentInChildren<MeshFilter>();
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if (null == meshFilter)
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return;
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if (!meshFilter.gameObject.activeInHierarchy)
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return;
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meshFilter.transform.SetParent(null, true);
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meshFilter.gameObject.name = "vehicle_part_" + meshFilter.gameObject.name;
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meshFilter.gameObject.layer = UnityEngine.LayerMask.NameToLayer("Default");
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var meshCollider = meshFilter.gameObject.GetOrAddComponent<MeshCollider>();
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meshCollider.convex = true;
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meshCollider.sharedMesh = meshFilter.sharedMesh;
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var rigidBody = meshFilter.gameObject.GetOrAddComponent<Rigidbody>();
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rigidBody.mass = mass;
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rigidBody.drag = 0.05f;
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rigidBody.maxDepenetrationVelocity = VehicleManager.Instance.explosionLeftoverPartsMaxDepenetrationVelocity;
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Object.Destroy(meshFilter.gameObject, VehicleManager.Instance.explosionLeftoverPartsLifetime * Random.Range(0.8f, 1.2f));
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}
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void AssignExplosionSound(GameObject explosionGo)
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{
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if (null == ExplosionSound)
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ExplosionSound = AudioManager.CreateAudioClipFromSfx("GENRL", 45, 1);
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var audioSource = explosionGo.GetComponentOrThrow<AudioSource>();
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audioSource.clip = ExplosionSound;
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audioSource.Play();
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}
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void OnDrawGizmosSelected()
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{
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// draw sphere indicating explosion damage radius
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(this.transform.position, VehicleManager.Instance.explosionDamageRadius);
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}
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}
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}
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