public override void Attack()
    {
        if (targetPlayer.GetComponent <MonoBehaviour>() is IDamageable)
        {
            GameObject g = ObjectsPool.Spawn(bulletPrefab, Vector3.zero, bulletPrefab.transform.rotation);
            Rocket     r = g.GetComponent <MonoBehaviour>() as Rocket;
            r.OwnerScript = this;
            r.gameObject.transform.localScale = new Vector3(1f, 1f, 1f);

            g.name = "RangedRocket";
            g.transform.position = new Vector3(transform.position.x, transform.position.y + 0.8f, transform.position.z);
            g.transform.rotation = Quaternion.LookRotation(transform.forward);

            r.Damage = MeleeAttackDamage;
            if (Mathf.Abs(targetPlayer.position.x - transform.position.x) <= minimumRange && Mathf.Abs(targetPlayer.position.z - transform.position.z) <= minimumRange)
            {
                Vector3 direction = (gameObject.transform.forward * minimumRange);
                Vector3 targetPos = gameObject.transform.position + direction;
                r.Shoot(new Vector3(targetPos.x, targetPos.y - 1f, targetPos.z));
            }
            else
            {
                r.Shoot(new Vector3(targetPlayer.position.x, transform.position.y - 1f, targetPlayer.position.z));
            }

            if (anim != null)
            {
                anim.SetTrigger("Attack");
            }
        }
    }
    /// <summary>
    /// Detects if a player bullet entered.
    /// </summary>
    /// <param name="other"></param>
    protected void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Bullet")
        {
            if (other != null)
            {
                // Size tween
                transform.localScale = originalScale * 0.3f;
                LeanTween.scale(gameObject, originalScale, 0.5f).setEase(AnimCurveContainer.AnimCurve.pingPong);

                Vector3 forward  = other.transform.forward;
                Vector3 position = other.transform.position;

                Vector3 reflectedVector = Vector3.Reflect(forward, transform.parent.transform.forward);

                // Create bullet
                GameObject g = ObjectsPool.Spawn(enemyBullet, Vector3.zero, enemyBullet.transform.rotation);
                Bullet     b = g.GetComponent <MonoBehaviour>() as Bullet;

                b.OwnerScript        = this;
                g.name               = "RangedBullet";
                g.transform.position = new Vector3(position.x, 0.6f, position.z);
                g.transform.rotation = Quaternion.LookRotation(reflectedVector);

                b.Damage = b.Damage;
                b.Shoot(reflectedVector, b.BulletSpeed);
            }
        }
    }
Beispiel #3
0
 public void Death()
 {
     GameMaster.CountKill();
     transform.localScale = Vector3.one;
     ObjectsPool.Spawn(GameMaster.enemyFX, GameMaster.idPool_enemyDeathFX, transform.position, transform.rotation).GetComponent <AudioSource>().Play();
     ObjectsPool.Despawn(GameMaster.idPool_enemies, gameObject);
 }
    IEnumerator drawLine()
    {
        yield return(new WaitForSeconds(0.01f));

        //Draws the line
        if (thisTransform.position.x > (lastx + 0.02f))
        {
            if (!GameController.isGameOver)
            {
                skipLine -= 1;
            }
            ObjectsPool.Spawn(Line, thisTransform.position, Quaternion.identity);
            lastx = thisTransform.position.x;
        }

        //If we not drawn enough lines, keep drawing. Else, pause for a bit then start drawing again
        if (skipLine > 0)
        {
            StartCoroutine(drawLine());
        }
        else
        {
            yield return(new WaitForSeconds(0.45f));

            StartCoroutine(drawLine());
            skipLine = Random.Range(150, 250);
        }
    }
Beispiel #5
0
    /// <summary>
    /// The Shoot mechanic of the machine gun.
    /// </summary>
    public override void Use()
    {
        if (shootIsAllowed)
        {
            base.Use();
            GameObject prefab = ChooseRandomPrefab();
            GameObject g      = ObjectsPool.Spawn(prefab, Vector3.zero, prefab.transform.rotation);

            Bullet bullet;

            if (g != null && g.GetComponent <MonoBehaviour>() is Bullet)
            {
                bullet                    = g.GetComponent <MonoBehaviour>() as Bullet;
                bullet.OwnerScript        = this.OwnerScript;
                bullet.name               = "TetrisBullet";
                bullet.Damage             = this.WeaponDamage;
                bullet.transform.position = transform.position;
                bullet.transform.rotation = Quaternion.LookRotation(transform.forward);
                //bullet.transform.Rotate(Vector3.forward, Random.Range(0, 360f));
                float speed = bullet.BulletSpeed;

                // Random rotation
                Quaternion rotation       = Quaternion.Euler(0, Random.Range(-weaponAccuracy, weaponAccuracy), 0);
                Vector3    v              = transform.forward;
                Vector3    rotationVector = rotation * v;

                bullet.Shoot(rotationVector, speed);
                bulletRounds.Emit(1);
            }

            shootIsAllowed = false;
            StartCoroutine(WaitForNextShot());
        }
    }
Beispiel #6
0
    public virtual void ExplodePartial(int start)
    {
        for (int submesh = 0; submesh < M.subMeshCount; submesh++)
        {
            int[] indices = M.GetTriangles(submesh);

            for (int i = start; i < indices.Length - grandStep - 2; i += grandStep)
            {
                for (int n = 0; n < 3; n++)
                {
                    int index = indices[i + n];
                    newVerts[n]   = verts[index];
                    newUvs[n]     = uvs[index];
                    newNormals[n] = normals[index];
                }
                mesh          = new Mesh();
                mesh.vertices = newVerts;
                mesh.normals  = newNormals;
                mesh.uv       = newUvs;

                mesh.triangles = triangles;

                GO = ObjectsPool.Spawn(pooledObjectName, Vector3.zero, Quaternion.identity);

                if (GO != null)
                {
                    GO.SetActive(true);

                    Deactivator deactivator = GO.GetComponent <Deactivator>();

                    GO.layer = LayerMask.NameToLayer(layerName);

                    deactivator.attachedRenderer.material = MR.materials[submesh];
                    deactivator.attachedFilter.mesh       = mesh;

                    GO.transform.position   = transform.position;
                    GO.transform.rotation   = transform.rotation;
                    GO.transform.localScale = new Vector3(MR.transform.localScale.x * scaleFactor, MR.transform.localScale.y, MR.transform.localScale.z * scaleFactor);

                    if (changeForwardVector)
                    {
                        GO.transform.forward = transform.up;
                    }

                    GO.AddComponent <BoxCollider>();

                    deactivator.attachedRigid.AddExplosionForce(explosionForce, explosionOrigin, 50, upwardsModifier);
                    deactivator.attachedRigid.useGravity  = useGravity;
                    deactivator.attachedRigid.drag        = drag;
                    deactivator.attachedRigid.angularDrag = angularDrag;

                    deactivator.TriggerDeactivation(Random.Range(minimumAliveTime, maximumAliveTime));
                }
            }
        }
        Destroy(this);
    }
Beispiel #7
0
 void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "Enemy")
     {
         ObjectsPool.Spawn(GameMaster.bulletFX, GameMaster.idPool_bulletFX, transform.position, transform.rotation).GetComponent <AudioSource>().Play();
         collision.GetComponent <Enemy>().Death();
         DisableObj();
     }
 }
Beispiel #8
0
        IEnumerator Shoot()
        {
            while (shoot)
            {
                GameObject bullet = ObjectsPool.Spawn(bulletPrefab, GameMaster.idPool_bullet, transform.position, transform.rotation, transform);
                bullet.transform.localPosition       = new Vector2(bullet.transform.localPosition.x, bullet.transform.localPosition.y + 0.8f);
                bullet.GetComponent <Bullet>().speed = speed;

                shootSong.Play();
                yield return(new WaitForSeconds(fireRate));
            }
            yield return(null);
        }
Beispiel #9
0
 private IEnumerator RandomSpawning()
 {
     while (true)
     {
         for (int i = 0; i < prefabs.Length; i++)
         {
             Vector3 randomPos = Random.insideUnitSphere * 10;
             ObjectsPool.Spawn(prefabs[i], randomPos, Quaternion.identity);
             yield return(new WaitForSeconds(0.1f));
         }
         yield return(new WaitForSeconds(0.2f));
     }
 }
Beispiel #10
0
    public override void Use()
    {
        if (shootIsAllowed)
        {
            base.Use();

            //GameObject g = Instantiate(bulletPrefab) as GameObject;
            GameObject g = ObjectsPool.Spawn(bulletPrefab, Vector3.zero, bulletPrefab.transform.rotation);
            Bullet     bullet;
            Transform  spawn;

            if (g != null && g.GetComponent <MonoBehaviour>() is Bullet)
            {
                bullet             = g.GetComponent <MonoBehaviour>() as Bullet;
                bullet.OwnerScript = this.OwnerScript;
                bullet.name        = "PistolBullet";
                bullet.Damage      = this.WeaponDamage;

                // Alternate the spawnpoint of the dual pistol
                if (alternateSpawn)
                {
                    spawn = bulletSpawns[1];
                    bulletRounds.Emit(1);
                }
                else
                {
                    spawn = bulletSpawns[2];
                    rightBulletRounds.Emit(1);
                }

                alternateSpawn = !alternateSpawn;

                bullet.transform.position = spawn.position;
                bullet.transform.rotation = Quaternion.LookRotation(spawn.forward);
                float speed = bullet.BulletSpeed;

                // Random rotation
                Quaternion rotation       = Quaternion.Euler(0, Random.Range(-weaponAccuracy, weaponAccuracy), 0);
                Vector3    v              = spawn.forward;
                Vector3    rotationVector = rotation * v;

                bullet.Shoot(rotationVector, speed);
            }

            shootIsAllowed = false;
            StartCoroutine(WaitForNextShot());
        }
    }
Beispiel #11
0
    /// <summary>
    /// The Shoot mechanic of the shotgun.
    /// </summary>
    public override void Use()
    {
        if (shootIsAllowed)
        {
            base.Use();

            // The angle between 2 bullets.
            float angleBetween = spreadAngle / numberOfBullets;
            //The start angle of the calculation.
            float currentAngle = -(spreadAngle / 2f);

            // Instantiate the bullets
            for (int i = 0; i < numberOfBullets; i++)
            {
                GameObject g = ObjectsPool.Spawn(bulletPrefab, Vector3.zero, bulletPrefab.transform.rotation);
                //GameObject g = Instantiate(bulletPrefab) as GameObject;
                Bullet bullet;

                if (g != null && g.GetComponent <MonoBehaviour>() is Bullet)
                {
                    bullet                    = g.GetComponent <MonoBehaviour>() as Bullet;
                    bullet.OwnerScript        = this.OwnerScript;
                    bullet.name               = "ShotgunBullet";
                    bullet.Damage             = this.WeaponDamage;
                    bullet.transform.position = transform.position;
                    bullet.transform.rotation = Quaternion.LookRotation(transform.forward);

                    float speed = bullet.BulletSpeed;

                    // Calculate the bullet direction
                    Quaternion rotation       = Quaternion.Euler(0, Random.Range(currentAngle - weaponAccuracy, currentAngle + weaponAccuracy), 0);
                    Vector3    v              = transform.forward;
                    Vector3    rotationVector = rotation * v;

                    // Shoot bullet
                    bullet.Shoot(rotationVector, speed);
                    currentAngle += angleBetween;
                }
            }
            bulletRounds.Emit(1);

            shootIsAllowed = false;
            StartCoroutine(WaitForNextShot());
        }
    }
Beispiel #12
0
 void Spawn()
 {
     //If the camera object has gone far enough start spawning different weights randomly
     if (CameraObj.position.x > 22)
     {
         int randm = Random.Range(0, 2);
         if (randm == 0)
         {
             ObjectsPool.Spawn(Weight, thisTransform.position, Quaternion.identity);
         }
         if (randm == 1)
         {
             ObjectsPool.Spawn(WeightHeavy, thisTransform.position, Quaternion.identity);
         }
     }
     //Invoke spawn at random time interval between min and max
     Invoke("Spawn", Random.Range(spawnMin, spawnMax));
 }
Beispiel #13
0
    /// <summary>
    /// Creates a bullet and spawns it.
    /// </summary>
    /// <param name="e">Reference to the boss enemy.</param>
    private void CreateBullet(BossEnemy e)
    {
        // Angle between two bullets
        float angleBetween = e.SpreadAngle / e.NumberOfBullets;

        // Start angle of the calculation
        float currentAngle = -(e.SpreadAngle / 2f);

        for (int i = 0; i < e.NumberOfBullets; i++)
        {
            //GameObject g = GameObject.Instantiate(e.RangedBullet);
            GameObject g = ObjectsPool.Spawn(e.RangedBullet, Vector3.zero, e.RangedBullet.transform.rotation);
            BossBullet bullet;

            if (g != null && g.GetComponent <MonoBehaviour>() is BossBullet)
            {
                bullet             = g.GetComponent <BossBullet>();
                bullet.OwnerScript = e;
                bullet.name        = "BossBullet";
                bullet.Damage      = bullet.Damage;

                bullet.transform.position = e.transform.position + new Vector3(0, 1, 0);
                Vector3 playerDirection = (e.TargetPlayer.position - bullet.transform.position).normalized;
                // Eliminate y
                playerDirection           = new Vector3(playerDirection.x, 0f, playerDirection.z);
                bullet.transform.rotation = Quaternion.LookRotation(playerDirection);
                bullet.transform.Rotate(90, 0, 0);

                // Bullet rotation
                Quaternion rotation       = Quaternion.Euler(0, currentAngle, 0);
                Vector3    v              = playerDirection;
                Vector3    rotationVector = rotation * v;

                // Shoot
                bullet.Shoot(rotationVector, bullet.BulletSpeed);

                currentAngle += angleBetween;
            }
        }
    }
Beispiel #14
0
 IEnumerator Spawning()
 {
     while (availableSpawn)
     {
         int side = Random.Range(0, 2) == 0 ? -1 : 1;
         int axis = Random.Range(0, 2);
         if (axis == 0)
         {
             float width = Random.Range(-screenSize.x, screenSize.x);
             positionEnemy = new Vector2(width, screenSize.y * side);
         }
         else
         {
             float height = Random.Range(-screenSize.y, screenSize.y);
             positionEnemy = new Vector2(screenSize.x * side, height);
         }
         positionEnemy += (Vector2)GameMaster.Player.transform.position + margin * side;
         ObjectsPool.Spawn(enemyPrefab, GameMaster.idPool_enemies, positionEnemy, transform.rotation, transform);
         yield return(new WaitForSeconds(spawnEnemyRate));
     }
     yield return(null);
 }
Beispiel #15
0
    /// <summary>
    /// Spawns the bullet at a specific spawn point.
    /// </summary>
    /// <param name="spawnPoint">Spawn point of the meteor.</param>
    protected void SpawnBullet(Vector3 spawnPoint)
    {
        if (meteorBullet != null)
        {
            //GameObject g = GameObject.Instantiate(meteorBullet);
            GameObject   g = ObjectsPool.Spawn(meteorBullet, Vector3.zero, meteorBullet.transform.rotation);
            MeteorBullet bullet;

            if (g.GetComponent <MonoBehaviour>() is MeteorBullet)
            {
                bullet             = g.GetComponent <MeteorBullet>();
                bullet.OwnerScript = ownerScript;
                bullet.name        = "MeteorBullet";

                bullet.transform.position = spawnPoint;
                Vector3 direction = Vector3.down + destinationOffset;

                bullet.transform.rotation = Quaternion.LookRotation(direction.normalized);

                bullet.Shoot(direction, bullet.BulletSpeed);
            }
        }
    }
Beispiel #16
0
    public override void Attack()
    {
        if (targetPlayer.GetComponent <MonoBehaviour>() is IDamageable)
        {
            //GameObject g = (GameObject) Instantiate(bulletPrefab);
            GameObject g = ObjectsPool.Spawn(bulletPrefab, Vector3.zero, bulletPrefab.transform.rotation);
            Bullet     b = g.GetComponent <MonoBehaviour>() as Bullet;

            b.OwnerScript        = this;
            g.name               = "RangedBullet";
            g.transform.position = new Vector3(transform.position.x, 0.6f, transform.position.z);
            g.transform.rotation = Quaternion.LookRotation(transform.forward);

            //Debug.Log("Attack - " + g.name + " " + g.transform.position);

            b.Damage = MeleeAttackDamage;
            b.Shoot(transform.forward, b.BulletSpeed);

            if (anim != null)
            {
                anim.SetTrigger("Attack");
            }
        }
    }
 public static void Spawn(this GameObject prefabToSpawn, Vector3 pos, Quaternion rot)
 {
     ObjectsPool.Spawn(prefabToSpawn, pos, rot);
 }
    private void ExplodePartial(int start)
    {
        for (int submesh = 0; submesh < M.subMeshCount; submesh++)
        {
            int[] indices = M.GetTriangles(submesh);
            GetTriangles(indices);

            for (int i = triList.Count - 1; i >= 0; i -= grandStep)
            {
                Tri tri = triList[i];

                Vector3 direction1 = Vector3.Normalize(-normals[tri.x]) * extrudeFactor;
                Vector3 direction2;
                int[]   triangles = new int[0];

                mesh = new Mesh();


                if (GetMatchingTri(tri.x, tri.y, tri.z))
                {
                    newVerts   = new Vector3[8];
                    newNormals = new Vector3[8];
                    newUvs     = new Vector2[8];
                    direction2 = Vector3.Normalize(-normals[matchedIndex]) * extrudeFactor;

                    newVerts[0]   = verts[tri.x];
                    newUvs[0]     = uvs[tri.x];
                    newNormals[0] = normals[tri.x];

                    newVerts[1]   = verts[tri.y];
                    newUvs[1]     = uvs[tri.y];
                    newNormals[1] = normals[tri.y];

                    newVerts[2]   = verts[tri.z];
                    newUvs[2]     = uvs[tri.z];
                    newNormals[2] = normals[tri.z];

                    newVerts[3]   = verts[matchedIndex];
                    newUvs[3]     = uvs[matchedIndex];
                    newNormals[3] = normals[matchedIndex];

                    newVerts[4]   = newVerts[0] + direction1;
                    newUvs[4]     = uvs[tri.x];
                    newNormals[4] = newNormals[0];

                    newVerts[5]   = newVerts[1] + direction1;
                    newUvs[5]     = uvs[tri.y];
                    newNormals[5] = newNormals[1];

                    newVerts[6]   = newVerts[2] + direction1;
                    newUvs[6]     = uvs[tri.z];
                    newNormals[6] = newNormals[2];


                    newVerts[7]   = newVerts[3] + direction2;
                    newUvs[7]     = uvs[matchedIndex];
                    newNormals[7] = newNormals[3];

                    triangles = new int[] { 0, 1, 2, 3, 1, 0, /*up tris*/ 6, 4, 2, 0, 2, 4, /*side1 */ 5, 2, 1, 2, 5, 6, /*side2*/ 0, 4, 7, 7, 3, 0, /*side3*/ 7, 5, 1, 7, 1, 3, /*side4*/ 6, 5, 4, 4, 5, 7 /*down*/ };
                }
                else
                {
                    newVerts   = new Vector3[6];
                    newNormals = new Vector3[6];
                    newUvs     = new Vector2[6];

                    newVerts[0]   = verts[tri.x];
                    newUvs[0]     = uvs[tri.x];
                    newNormals[0] = normals[tri.x];

                    newVerts[1]   = verts[tri.y];
                    newUvs[1]     = uvs[tri.y];
                    newNormals[1] = normals[tri.y];

                    newVerts[2]   = verts[tri.z];
                    newUvs[2]     = uvs[tri.z];
                    newNormals[2] = normals[tri.z];

                    newVerts[3]   = newVerts[0] + direction1;
                    newUvs[3]     = uvs[tri.x];
                    newNormals[3] = newNormals[0];

                    newVerts[4]   = newVerts[1] + direction1;
                    newUvs[4]     = uvs[tri.y];
                    newNormals[4] = newNormals[1];

                    newVerts[5]   = newVerts[2] + direction1;
                    newUvs[5]     = uvs[tri.z];
                    newNormals[5] = newNormals[2];


                    triangles = new int[] { 0, 1, 2, /*up*/ 4, 1, 0, 0, 3, 4, /*side1*/ 0, 2, 5, 1, 4, 5, /*side2*/ 5, 4, 3, 5, 3, 0, /*side3*/ 5, 2, 1 /*down*/ };
                }

                mesh.vertices  = newVerts;
                mesh.normals   = newNormals;
                mesh.uv        = newUvs;
                mesh.triangles = triangles;

                //GO = pool.getPooledObject();
                GO = ObjectsPool.Spawn(pooledObjectName, Vector3.zero, Quaternion.identity);
                if (GO != null)
                {
                    GO.SetActive(true);

                    Deactivator deactivator = GO.GetComponent <Deactivator>();

                    GO.layer = LayerMask.NameToLayer("Fragments");

                    GO.transform.position   = new Vector3(transform.position.x, transform.position.y, transform.position.z);
                    GO.transform.rotation   = transform.rotation;
                    GO.transform.localScale = new Vector3(scaleFactor.x, scaleFactor.y, scaleFactor.z);

                    deactivator.attachedRenderer.material = MR.materials[submesh];
                    deactivator.attachedFilter.mesh       = mesh;
                    deactivators.Add(deactivator);

                    GO.AddComponent <BoxCollider>();
                }
            }
        }

        // Spawn PowerUp
        SpawnPowerUp();

        MR.enabled = false;
        GetComponent <Rigidbody>().isKinematic = true;
        GetComponent <Collider>().enabled      = false;
        if (GetComponent <NavMeshObstacle>() != null)
        {
            GetComponent <NavMeshObstacle>().enabled = false;
        }

        if (respawn)
        {
            Invoke("TriggerRespawn", timeTillRespawn);
        }
    }
Beispiel #19
0
    private void SplitInTwo()
    {
        int above = 0;
        int below = 0;

        Vector3[] vertices = M.vertices;

        for (int submesh = 0; submesh < M.subMeshCount; submesh++)
        {
            int[] subMeshIndices = M.GetIndices(submesh);

            for (int i = 0; i < subMeshIndices.Length; i += 3)
            {
                above = 0;
                below = 0;

                if (vertices[subMeshIndices[i]].y <= cutHeight)
                {
                    below++;
                }
                else
                {
                    above++;
                }

                if (vertices[subMeshIndices[i + 1]].y <= cutHeight)
                {
                    below++;
                }
                else
                {
                    above++;
                }
                if (vertices[subMeshIndices[i + 2]].y <= cutHeight)
                {
                    below++;
                }
                else
                {
                    above++;
                }

                if (above == 3 || below == 3)
                {
                    if (above == 3)
                    {
                        upIndices[submesh].Add(subMeshIndices[i]);
                        upIndices[submesh].Add(subMeshIndices[i + 1]);
                        upIndices[submesh].Add(subMeshIndices[i + 2]);

                        upIndices[upIndices.Length - 1].Add(subMeshIndices[i + 2]);
                        upIndices[upIndices.Length - 1].Add(subMeshIndices[i + 1]);
                        upIndices[upIndices.Length - 1].Add(subMeshIndices[i]);
                    }
                    else
                    {
                        lowIndices[submesh].Add(subMeshIndices[i]);
                        lowIndices[submesh].Add(subMeshIndices[i + 1]);
                        lowIndices[submesh].Add(subMeshIndices[i + 2]);

                        lowIndices[lowIndices.Length - 1].Add(subMeshIndices[i + 2]);
                        lowIndices[lowIndices.Length - 1].Add(subMeshIndices[i + 1]);
                        lowIndices[lowIndices.Length - 1].Add(subMeshIndices[i]);
                    }
                }
            }
        }
        DetermineVertexPositions(vertices);

        if (upperVertices != 0)
        {
            upper = ObjectsPool.Spawn(pooledObjectName, Vector3.zero, Quaternion.identity);

            upper.layer = LayerMask.NameToLayer("Fragments");
            upper.transform.position = transform.position;

            upper.transform.rotation   = SMR.transform.rotation;
            upper.transform.localScale = transform.localScale;

            upper.SetActive(true);
            upper.name = "upper";

            Mesh mesh = new Mesh();
            mesh.SetVertices(upperVertexList);

            mesh.subMeshCount = upIndices.Length;
            for (int i = 0; i < upIndices.Length; i++)
            {
                mesh.SetIndices(ApplyIndexChange(upIndices[i], vertexPosChange), MeshTopology.Triangles, i);
            }

            mesh.SetNormals(upNormals);
            mesh.SetUVs(0, upperUVs);

            Deactivator deactivator = upper.GetComponent <Deactivator>();
            deactivator.TriggerDeactivation(deactivateTime);

            Destroy(upper.GetComponent <MeshFilter>());
            Destroy(upper.GetComponent <MeshRenderer>());
            SkinnedMeshRenderer upSMR = upper.AddComponent <SkinnedMeshRenderer>();
            upSMR.sharedMesh      = mesh;
            upSMR.sharedMaterials = upMaterials;

            upSMR.sharedMesh.RecalculateBounds();
            upSMR.rootBone = upper.transform;

            BoxCollider box = upper.AddComponent <BoxCollider>();
            box.center = upSMR.sharedMesh.bounds.center;
            box.size   = upSMR.sharedMesh.bounds.size;

            deactivator.attachedRigid.AddForceAtPosition(upper.transform.forward * 0.5f, upper.transform.position, ForceMode.Impulse);
        }

        if (lowerVertices != 0)
        {
            lower = ObjectsPool.Spawn(pooledObjectName, Vector3.zero, Quaternion.identity);

            lower.layer = LayerMask.NameToLayer("Fragments");
            lower.transform.position = transform.position;

            lower.transform.rotation   = SMR.transform.rotation;
            lower.transform.localScale = transform.localScale;

            lower.SetActive(true);
            lower.name = "lower";

            Mesh meshLow = new Mesh();
            meshLow.SetVertices(lowerVertexList);
            meshLow.subMeshCount = lowIndices.Length;


            for (int i = 0; i < lowIndices.Length; i++)
            {
                meshLow.SetIndices(ApplyIndexChange(lowIndices[i], vertexPosChange), MeshTopology.Triangles, i);
            }

            meshLow.SetNormals(lowNormals);
            meshLow.SetUVs(0, lowUVs);

            Deactivator deactivatorLow = lower.GetComponent <Deactivator>();
            deactivatorLow.TriggerDeactivation(deactivateTime);

            Destroy(lower.GetComponent <MeshFilter>());
            Destroy(lower.GetComponent <MeshRenderer>());
            SkinnedMeshRenderer lowSMR = lower.AddComponent <SkinnedMeshRenderer>();
            lowSMR.sharedMaterials = lowMaterials;

            lowSMR.sharedMesh = meshLow;
            lowSMR.sharedMesh.RecalculateBounds();

            BoxCollider boxLow = lower.AddComponent <BoxCollider>();
            boxLow.center = lowSMR.sharedMesh.bounds.center;
            boxLow.size   = lowSMR.sharedMesh.bounds.size * 0.95f;

            deactivatorLow.attachedRigid.AddForceAtPosition(lower.transform.forward * 0.5f, lower.transform.position, ForceMode.Impulse);
        }
    }