// Calculating the impulse magnitude from a collision private float GetImpulse(MuscleCollision m, ref float layerThreshold) { float i = m.collision.impulse.sqrMagnitude; i /= puppetMaster.muscles [m.muscleIndex].rigidbody.mass; i *= 0.3f; // Coeficient for evening out for pre-0.3 versions // Collision resistance multipliers foreach (CollisionResistanceMultiplier crm in collisionResistanceMultipliers) { if (LayerMaskExtensions.Contains(crm.layers, m.collision.collider.gameObject.layer)) { if (crm.multiplier <= 0f) { i = Mathf.Infinity; } else { i /= crm.multiplier; } layerThreshold = crm.collisionThreshold; break; } } return(i); }
void OnCollisionImpulse(MuscleCollision m, float impulse) { if (m.collision.contacts.Length == 0) { return; } if (impulse < minCollisionImpulse) { return; } // Do not emit blood from prop contacts with static objects if (puppet.puppetMaster.muscles[m.muscleIndex].props.group == Muscle.Group.Prop && (m.collision.collider.attachedRigidbody == null || m.collision.collider.attachedRigidbody.isKinematic)) { return; } #if UNITY_2018_3_OR_NEWER transform.position = m.collision.GetContact(0).point; // Non-GC-allocating way of getting the contact. #else transform.position = m.collision.contacts[0].point; #endif transform.rotation = Quaternion.LookRotation(m.collision.contacts[0].normal); particles.Emit(Mathf.Min(emission + (int)(emissionImpulseAdd * impulse), maxEmission)); }
void OnCollisionImpulse(MuscleCollision m, float impulse) { if (m.collision.contacts.Length == 0) { return; } if (impulse < minCollisionImpulse) { return; } transform.position = m.collision.contacts[0].point; transform.rotation = Quaternion.LookRotation(m.collision.contacts[0].normal); particles.Emit(Mathf.Min(emission + (int)(emissionImpulseAdd * impulse), maxEmission)); }
public void Damage(MuscleCollision mc, float impluse) { Muscle m = am.puppet.muscles[mc.muscleIndex]; //目前击中 武器的话 不应该对自身造成伤害 if (m.props.group == Muscle.Group.Prop) { return; } StateController.GroupProp gp = am.state.GetBaseProps(am.actorParts.GetMuscleGroup(mc.muscleIndex)); //TODO 细化伤害公式 //CollisionResistance 的考虑 float damage = impluse * (1 - gp.curProp.Toughness); am.state.TryDoDamage(damage); }
// When a muscle collides with something (called by the MuscleCollisionBroadcaster component on the muscle). protected override void OnMuscleCollisionBehaviour(MuscleCollision m) { // All the conditions for ignoring this if (!enabled) return; if (state == State.Unpinned) return; if (collisions > maxCollisions) return; if (!LayerMaskExtensions.Contains(collisionLayers, m.collision.gameObject.layer)) return; if (masterProps.normalMode == NormalMode.Kinematic && !puppetMaster.isActive && !masterProps.activateOnStaticCollisions && m.collision.gameObject.isStatic) return; // Get the collision impulse on the muscle float impulse = GetImpulse(m); if (impulse <= 0f) return; collisions ++; // Try to find out if it collided with another puppet's muscle if (m.collision.collider.attachedRigidbody != null) { broadcaster = m.collision.collider.attachedRigidbody.GetComponent<MuscleCollisionBroadcaster>(); if (broadcaster != null) { if (broadcaster.muscleIndex < broadcaster.puppetMaster.muscles.Length) { // Multiply impulse (if the other muscle has been boosted) impulse *= broadcaster.puppetMaster.muscles[broadcaster.muscleIndex].state.impulseMlp; float stayF = m.isStay? 0.05f: 0.1f; broadcaster.puppetMaster.muscles[broadcaster.muscleIndex].offset -= m.collision.impulse * Time.deltaTime * stayF; /* float velocityF = puppetMaster.muscles[m.muscleIndex].rigidbody.velocity.sqrMagnitude / broadcaster.puppetMaster.muscles[broadcaster.muscleIndex].rigidbody.velocity.sqrMagnitude; velocityF = Mathf.Clamp(velocityF, 0.5f, 2f); //velocityF = 1f + (velocityF - 1f) * 0.5f; impulse /= velocityF; */ } } } // Should we activate the puppet? if (Activate(m.collision, impulse)) puppetMaster.mode = PuppetMaster.Mode.Active; // Let other scripts know about the collision if (OnCollisionImpulse != null) OnCollisionImpulse(m, impulse); // Unpin the muscle (and other muscles) UnPin(m.muscleIndex, impulse); }
protected virtual void OnMuscleCollisionExitBehaviour(MuscleCollision collision) { }
public void OnMuscleCollisionExit(MuscleCollision collision) { if (!initiated) return; if (OnPreMuscleCollisionExit != null) OnPreMuscleCollisionExit(collision); OnMuscleCollisionExitBehaviour(collision); if (OnPostMuscleCollisionExit != null) OnPostMuscleCollisionExit(collision); }
private void OnPreMuscleCollisionExit(MuscleCollision c) { if (!LayerMaskExtensions.Contains(groundLayers, c.collision.gameObject.layer)) return; groundContacts[c.muscleIndex] = false; groundContactPoints[c.muscleIndex] = Vector3.zero; }
private void OnPreMuscleCollision(MuscleCollision c) { if (!LayerMaskExtensions.Contains(groundLayers, c.collision.gameObject.layer)) return; if (c.collision.contacts.Length == 0) return; lastGroundedTime = Time.time; groundContacts[c.muscleIndex] = true; if (mode == Mode.CenterOfPressure) groundContactPoints[c.muscleIndex] = GetCollisionCOP(c.collision); }
// When a muscle collides with something (called by the MuscleCollisionBroadcaster component on the muscle). protected override void OnMuscleCollisionBehaviour(MuscleCollision m) { if (OnCollision != null) { OnCollision(m); } // All the conditions for ignoring this if (!enabled) { return; } if (state == State.Unpinned) { return; } if (collisions > maxCollisions) { return; } if (!LayerMaskExtensions.Contains(collisionLayers, m.collision.gameObject.layer)) { return; } if (masterProps.normalMode == NormalMode.Kinematic && !puppetMaster.isActive && !masterProps.activateOnStaticCollisions && m.collision.gameObject.isStatic) { return; } // Get the collision impulse on the muscle float cT = collisionThreshold; float impulse = GetImpulse(m, ref cT); float minImpulseMlp = PuppetMasterSettings.instance != null? (1f + PuppetMasterSettings.instance.currentlyActivePuppets * PuppetMasterSettings.instance.activePuppetCollisionThresholdMlp): 1f; float minImpulse = cT * minImpulseMlp; if (impulse <= minImpulse) { return; } collisions++; // Try to find out if it collided with another puppet's muscle if (m.collision.collider.attachedRigidbody != null) { broadcaster = m.collision.collider.attachedRigidbody.GetComponent <MuscleCollisionBroadcaster>(); if (broadcaster != null) { if (broadcaster.muscleIndex < broadcaster.puppetMaster.muscles.Length) { // Multiply impulse (if the other muscle has been boosted) impulse *= broadcaster.puppetMaster.muscles[broadcaster.muscleIndex].state.impulseMlp; //float stayF = m.isStay? 0.05f: 0.1f; //broadcaster.puppetMaster.muscles[broadcaster.muscleIndex].offset -= m.collision.impulse * Time.deltaTime * stayF; } } } // DO not move this up, the impulse value will be wrong. // Let other scripts know about the collision (even the ones below collision threshold) if (OnCollisionImpulse != null) { OnCollisionImpulse(m, impulse); } // Should we activate the puppet? if (Activate(m.collision, impulse)) { puppetMaster.mode = PuppetMaster.Mode.Active; } // Unpin the muscle (and other muscles) UnPin(m.muscleIndex, impulse); }
// Calculating the impulse magnitude from a collision private float GetImpulse(MuscleCollision m) { float i = m.collision.impulse.sqrMagnitude; // Collision threshold if (collisionThreshold > 0f) { float mlp = PuppetMasterSettings.instance != null? (1f + PuppetMasterSettings.instance.currentlyActivePuppets * PuppetMasterSettings.instance.activePuppetCollisionThresholdMlp): 1f; if (i < collisionThreshold * mlp) return 0f; } i *= 0.04f; // Coeficient for evening out for pre-0.3 versions // Collision resistance multipliers foreach (CollisionResistanceMultiplier crm in collisionResistanceMultipliers) { if (LayerMaskExtensions.Contains(crm.layers, m.collision.collider.gameObject.layer)) { if (crm.multiplier <= 0f) i = Mathf.Infinity; else i /= crm.multiplier; break; } } /* // MuscleProps collision resistance multipliers BehaviourPuppet.MuscleProps props = GetProps(puppetMaster.muscles[m.muscleIndex].props.group); foreach (CollisionResistanceMultiplier crm in props.collisionResistanceMultipliers) { if (LayerMaskExtensions.Contains(crm.layers, m.collision.collider.gameObject.layer)) { Debug.Log("Here"); if (crm.multiplier <= 0f) i = Mathf.Infinity; else i /= crm.multiplier; break; } } */ return i; }