private void Explody_Network() { OnExplodeFinal?.Invoke(); effect.SetActive(false); gameObject.GetComponentsInChildren <MeshRenderer>().ToList().Find(match => match.name == "Vis").enabled = false; gameObject.SetActive(false); }
private IEnumerator explodey(explosionType explosiontype, Vector3 position, float power, float radius) { if (StatMaster.isClient) { yield break; } if (isExplodey) { yield break; } else { fireEffect = getExplodeEffectObject(explosiontype); if (ExplosionType == explosionType.Big) { fireEffect.transform.FindChild("Debris").localRotation = Quaternion.AngleAxis(UnityEngine.Random.Range(0f, 360f), Vector3.up); } fireEffect.transform.position = position; if (!StatMaster.isClient) { var message = ExplodyMessage.CreateMessage((int)explosiontype, position); ModNetworking.SendToAll(message); } } yield return(new WaitForFixedUpdate()); isExplodey = true; fireEffect.SetActive(true); OnExplode?.Invoke(); //定义爆炸位置为炸弹位置 Vector3 explosionPos = position; //这个方法用来返回球型半径之内(包括半径)的所有碰撞体collider[] Collider[] colliders = Physics.OverlapSphere(explosionPos, radius); //遍历返回的碰撞体,如果是刚体,则给刚体添加力 foreach (Collider hit in colliders) { if (hit.attachedRigidbody != null) { float force = UnityEngine.Random.Range(30000f, 50000f) * power * (Vector3.Distance(hit.transform.position, explosionPos) / (radius + 0.25f)); hit.attachedRigidbody.AddExplosionForce(force, explosionPos, radius); hit.attachedRigidbody.AddTorque(force * Vector3.Cross((hit.transform.position - explosionPos), Vector3.up)); reduceBlockHealth(hit.attachedRigidbody.gameObject); } } OnExploded?.Invoke(colliders); yield return(new WaitForSeconds(3f)); fireEffect.SetActive(false); OnExplodeFinal?.Invoke(); //------------------------------------------------------------- void reduceBlockHealth(GameObject gameObject) { var bhb = gameObject.GetComponent <BlockHealthBar>(); if (bhb != null) { bhb.DamageBlock(1); } } //--------------------------------------------------------------- }
private void ExplodeFinal() { gameObject.SetActive(false); OnExplodeFinal?.Invoke(); }