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67 lines
2.2 KiB
C#

6 months ago
using UnityEngine;
using UnityEngine.Events;
namespace Autohand.Demo{
public delegate void SmashEvent(Smasher smasher, Smash smashable);
[HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/extras/smashing")]
public class Smasher : MonoBehaviour{
public Rigidbody rb;
[Header("Options")]
public LayerMask smashableLayers;
[Tooltip("How much to multiply the magnitude on smash")]
public float forceMulti = 1;
[Tooltip("Can be left empty - The center of mass point to calculate velocity magnitude - for example: the camera of the hammer is a better point vs the pivot center of the hammer object")]
public Transform centerOfMassPoint;
[Header("Event")]
public UnityEvent OnSmash;
//Progammer Events <3
public SmashEvent OnSmashEvent;
Vector3[] velocityOverTime = new Vector3[3];
Vector3 lastPos;
private void Start(){
if(rb == null)
rb = GetComponent<Rigidbody>();
if(smashableLayers == 0)
smashableLayers = LayerMask.GetMask(Hand.grabbableLayerNameDefault);
OnSmashEvent += (smasher, smashable) => { OnSmash?.Invoke(); };
}
void FixedUpdate() {
for(int i = 1; i < velocityOverTime.Length; i++) {
velocityOverTime[i] = velocityOverTime[i-1];
}
velocityOverTime[0] = lastPos - (centerOfMassPoint ? centerOfMassPoint.position : rb.position);
lastPos = centerOfMassPoint ? centerOfMassPoint.position : rb.position;
}
private void OnCollisionEnter(Collision collision) {
Smash smash;
if(collision.transform.CanGetComponent(out smash)){
if(GetMagnitude() >= smash.smashForce){
smash.DoSmash();
OnSmashEvent?.Invoke(this, smash);
}
}
}
float GetMagnitude() {
Vector3 velocity = Vector3.zero;
for(int i = 0; i < velocityOverTime.Length; i++) {
velocity += velocityOverTime[i];
}
return (velocity.magnitude/velocityOverTime.Length)*forceMulti*10;
}
}
}