Exemple #1
0
    private void OnCollisionEnter(Collision collision)
    {
        //Debug.LogFormat("this: {0} -- Other: {1}", this.gameObject.name, collision.gameObject.name);
        ContactPoint contact = collision.contacts[0];

        if (contact.otherCollider.gameObject.CompareTag("BumperBear"))
        {
            ContactHandler handler           = collision.gameObject.GetComponent <ContactHandler>();
            float          otherPrevVelocity = handler.GetPreviousVelocity();


            if (bearsHitBy.Contains(contact.otherCollider.gameObject.name))
            {
                return;
            }

            if (contactedThisFrame)
            {
                print("I'm handling this ~~ " + gameObject.name);

                Vector3 forceDir = -contact.normal;
                Vector3 force    = forceDir * ((AddedForceMultiplier * 10) * Mathf.Abs(PreviousVelocity / 30.0f));
                Vector3 forcePos = -contact.point;

                //print("add force to " + handler.name);
                handler.GetComponent <Rigidbody>().AddForceAtPosition(force, forcePos);
                print(handler.GetComponent <Rigidbody>().velocity);
                handler.gameObject.GetComponent <Animator>().Play("Impact");
                handler.gameObject.GetComponentInChildren <SkinnedMeshRenderer>().sharedMaterial.DOComplete();
                handler.gameObject.GetComponentInChildren <SkinnedMeshRenderer>().sharedMaterial.DOColor(HitColor, TweenLength).From().SetEase(ColorEase);

                GetComponent <Rigidbody>().angularVelocity *= 0.1f;
                GetComponent <Rigidbody>().velocity        *= 0.1f;

                StartCoroutine(PreventHitBy(collision.gameObject.name, 1.0f));
                handler.StartCoroutine(handler.PreventHitBy(gameObject.name, 1.0f));


                return;
            }



            //print(gameObject.name);


            Quaternion rot = new Quaternion(0, 0, 0, 0);
            Vector3    pos = contact.point;
            GameObject obj = Instantiate(HitEffect, pos, rot, transform);

            AudioSource.pitch = Random.Range(startPitch - 0.5f, startPitch + 0.5f);
            AudioSource.PlayOneShot(HitSound);

            Vector3 v1 = collision.gameObject.GetComponent <Rigidbody>().velocity;
            Vector3 v2 = GetComponent <Rigidbody>().velocity;

            //print("v1 velocity = " + v1);
            //print("v2 velocity = " + v2);

            float side = otherPrevVelocity - PreviousVelocity;

            if (side < 0.0f)
            {
                print("I'm handling this ~~ " + gameObject.name);

                Vector3 forceDir = -contact.normal;
                Vector3 force    = forceDir * ((AddedForceMultiplier * 10) * Mathf.Abs(PreviousVelocity / 30.0f));
                Vector3 forcePos = -contact.point;

                //print("add force to " + handler.name);
                handler.GetComponent <Rigidbody>().AddForceAtPosition(force, forcePos);
                print(handler.GetComponent <Rigidbody>().velocity);
                handler.gameObject.GetComponent <Animator>().Play("Impact");
                handler.gameObject.GetComponentInChildren <SkinnedMeshRenderer>().sharedMaterial.DOComplete();
                handler.gameObject.GetComponentInChildren <SkinnedMeshRenderer>().sharedMaterial.DOColor(HitColor, TweenLength).From().SetEase(ColorEase);

                GetComponent <Rigidbody>().angularVelocity *= 0.1f;
                GetComponent <Rigidbody>().velocity        *= 0.1f;

                StartCoroutine(PreventHitBy(collision.gameObject.name, 1.0f));
                handler.StartCoroutine(handler.PreventHitBy(gameObject.name, 1.0f));
            }

            else
            {
                if (handler != null)
                {
                    handler.contactedThisFrame = true;
                }
                // Do nothing, let them handle it
            }
            ////~~~~A check incase this script is run before the other Contact Handler~~~
            ////Check if the one that got hit harder is the "Other bear"
            ////(We already ignore bears added to our contact list for this frame / delay.

            //if (side < 0.0f)
            //{
            //    Vector3 forceDir = -contact.normal;
            //    Vector3 force = forceDir * ((AddedForceMultiplier * 10) * Mathf.Abs(PreviousVelocity / 30.0f));
            //    Vector3 forcePos = -contact.point;

            //    //print("add force to " + handler.name);
            //    handler.GetComponent<Rigidbody>().AddForceAtPosition(force, forcePos);
            //    print(handler.GetComponent<Rigidbody>().velocity);
            //    handler.gameObject.GetComponent<Animator>().Play("Impact");
            //    handler.gameObject.GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial.DOComplete();
            //    handler.gameObject.GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial.DOColor(HitColor, TweenLength).From().SetEase(ColorEase);

            //    GetComponent<Rigidbody>().angularVelocity *= 0.1f;
            //    GetComponent<Rigidbody>().velocity *= 0.1f;

            //    if (handler != null)
            //    {
            //        handler.contactedThisFrame = true;
            //    }

            //    StartCoroutine(PreventHitBy(collision.gameObject.name, 1.0f));
            //    handler.StartCoroutine(handler.PreventHitBy(gameObject.name, 1.0f));
            //}

            ////// The bear this script is attached to is the one being "Hit".
            //else if (side > 0.0f)
            //{
            //    Vector3 forceDir = -contact.normal;
            //    Vector3 force = forceDir * ((AddedForceMultiplier * 10) * Mathf.Abs(PreviousVelocity / 30.0f));
            //    Vector3 forcePos = -contact.point;

            //    //print("add force to " + gameObject.name);
            //    m_rigidBody.AddForceAtPosition(force, forcePos);
            //    print(m_rigidBody.velocity);

            //    GetComponent<Animator>().Play("Impact");
            //    GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial.DOComplete();
            //    GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial.DOColor(HitColor, TweenLength).From().SetEase(ColorEase);


            //    //print("Side > 0 : Velocity nulled for " + collision.gameObject.name);
            //    handler.GetComponent<Rigidbody>().angularVelocity *= 0.1f;
            //    handler.gameObject.GetComponent<Rigidbody>().velocity *= 0.1f;

            //    contactedThisFrame = true;
            //}
        }

        else if (collision.gameObject.CompareTag("Traps"))
        {
            Quaternion rot = new Quaternion(0, 0, 0, 0);
            Vector3    pos = contact.point;
            GameObject obj = Instantiate(HitEffect, pos, rot, transform);

            AudioSource.pitch = Random.Range(startPitch - 0.5f, startPitch + 0.5f);
            AudioSource.PlayOneShot(HitSound);

            Vector3 forceDir = collision.transform.forward + (transform.up * 0.1f);
            Vector3 force    = forceDir * ((AddedForceMultiplier * 10));
            Vector3 forcePos = contact.point;


            foreach (Orb orb in collision.gameObject.GetComponentsInChildren <Orb>())
            {
                orb.Drop();
            }

            GetComponent <Rigidbody>().AddForceAtPosition(force, forcePos);
            GetComponent <Animator>().Play("Impact");
            GetComponentInChildren <SkinnedMeshRenderer>().sharedMaterial.DOComplete();
            GetComponentInChildren <SkinnedMeshRenderer>().sharedMaterial.DOColor(HitColor, TweenLength).From().SetEase(ColorEase);

            GetComponent <Rigidbody>().angularVelocity *= 0.1f;
            GetComponent <Rigidbody>().velocity        *= 0.1f;
        }
    }