Esempio n. 1
0
    private void ExplodeAll()
    {
        List <Slice2D> results = Slicer2D.ExplodeAll(sliceLayer);

        if (addForce == true)
        {
            foreach (Slice2D id in results)
            {
                foreach (GameObject gameObject in id.gameObjects)
                {
                    Rigidbody2D rigidBody2D = gameObject.GetComponent <Rigidbody2D> ();
                    if (rigidBody2D)
                    {
                        float sliceRotation = Vector2D.Atan2(new Vector2D(0, 0), new Vector2D(gameObject.transform.position));
                        Rect  rect          = Polygon2D.CreateFromCollider(gameObject).GetBounds();
                        Physics2DHelper.AddForceAtPosition(rigidBody2D, new Vector2(Mathf.Cos(sliceRotation) * addForceAmount / 10f, Mathf.Sin(sliceRotation) * addForceAmount / 10f), rect.center);
                    }
                }
                if (sliceResultEvent != null)
                {
                    sliceResultEvent(id);
                }
            }
        }
    }
Esempio n. 2
0
    private void Explode(Vector2 position)
    {
        if (fixedJoint != null)
        {
            Destroy(fixedJoint);
        }

        transform.SetParent(null);
        List <Slice2D> results = Slicer2D.ExplodeAll(BreakableManager.Instance.Slice2DLayer);

        if (addedExplosionForceOnBreak > 0)
        {
            foreach (Slice2D id in results)
            {
                foreach (GameObject gameObject in id.gameObjects)
                {
                    var joint = gameObject.GetComponent <FixedJoint2D>();
                    if (joint != null)
                    {
                        Destroy(joint);
                    }
                    Rigidbody2D rigidBody2D = gameObject.GetComponent <Rigidbody2D>();
                    if (rigidBody2D)
                    {
                        float sliceRotation = Vector2D.Atan2(new Vector2D(position),
                                                             new Vector2D(gameObject.transform.position));
                        Rect rect = Polygon2D.CreateFromCollider(gameObject).GetBounds();
                        Physics2DHelper.AddForceAtPosition(rigidBody2D, new Vector2(Mathf.Cos(sliceRotation) *
                                                                                    addedExplosionForceOnBreak, Mathf.Sin(sliceRotation) * addedExplosionForceOnBreak), rect.center);
                    }
                }
            }
        }
    }