public override void OnInspectorGUI() { GUIStyle boldFoldout = new GUIStyle(EditorStyles.foldout); boldFoldout.fontStyle = FontStyle.Bold; HoverWheel targetScript = (HoverWheel)target; HoverWheel[] allTargets = new HoverWheel[targets.Length]; isPrefab = F.IsPrefab(targetScript); for (int i = 0; i < targets.Length; i++) { Undo.RecordObject(targets[i], "Hover Wheel Change"); allTargets[i] = targets[i] as HoverWheel; } DrawDefaultInspector(); if (!isPrefab && targetScript.gameObject.activeInHierarchy) { showButtons = EditorGUILayout.Foldout(showButtons, "Quick Actions", boldFoldout); EditorGUI.indentLevel++; if (showButtons) { if (GUILayout.Button("Get Visual Wheel")) { foreach (HoverWheel curTarget in allTargets) { if (curTarget.transform.childCount > 0) { curTarget.visualWheel = curTarget.transform.GetChild(0); } else { Debug.LogWarning("No visual wheel found.", this); } } } } EditorGUI.indentLevel--; } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } }
//Where the damage is actually applied void DamageApplication(Vector3 damagePoint, Vector3 damageForce, float damageForceLimit, Vector3 surfaceNormal, ContactPoint colPoint, bool useContactPoint) { float colMag = Mathf.Min(damageForce.magnitude, maxCollisionMagnitude) * (1 - strength) * damageFactor; //Magnitude of collision float clampedColMag = Mathf.Pow(Mathf.Sqrt(colMag) * 0.5f, 1.5f); //Clamped magnitude of collision Vector3 clampedVel = Vector3.ClampMagnitude(damageForce, damageForceLimit); //Clamped velocity of collision Vector3 normalizedVel = damageForce.normalized; float surfaceDot; //Dot production of collision velocity and surface normal float massFactor = 1; //Multiplier for damage based on mass of other rigidbody Transform curDamagePart; float damagePartFactor; MeshFilter curDamageMesh; Transform curDisplacePart; Transform seamKeeper = null;//Transform for maintaining seams on shattered parts Vector3 seamLocalPoint; Vector3 vertProjection; Vector3 translation; Vector3 clampedTranslation; Vector3 localPos; float vertDist; float distClamp; DetachablePart detachedPart; Suspension damagedSus; //Get mass factor for multiplying damage if (useContactPoint) { damagePoint = colPoint.point; surfaceNormal = colPoint.normal; if (colPoint.otherCollider.attachedRigidbody) { massFactor = Mathf.Clamp01(colPoint.otherCollider.attachedRigidbody.mass / rb.mass); } } surfaceDot = Mathf.Clamp01(Vector3.Dot(surfaceNormal, normalizedVel)) * (Vector3.Dot((tr.position - damagePoint).normalized, normalizedVel) + 1) * 0.5f; //Damage damageable parts for (int i = 0; i < damageParts.Length; i++) { curDamagePart = damageParts[i]; damagePartFactor = colMag * surfaceDot * massFactor * Mathf.Min(clampedColMag * 0.01f, (clampedColMag * 0.001f) / Mathf.Pow(Vector3.Distance(curDamagePart.position, damagePoint), clampedColMag)); //Damage motors Motor damagedMotor = curDamagePart.GetComponent <Motor>(); if (damagedMotor) { damagedMotor.health -= damagePartFactor * (1 - damagedMotor.strength); } //Damage transmissions Transmission damagedTransmission = curDamagePart.GetComponent <Transmission>(); if (damagedTransmission) { damagedTransmission.health -= damagePartFactor * (1 - damagedTransmission.strength); } } //Deform meshes for (int i = 0; i < deformMeshes.Length; i++) { curDamageMesh = deformMeshes[i]; localPos = curDamageMesh.transform.InverseTransformPoint(damagePoint); translation = curDamageMesh.transform.InverseTransformDirection(clampedVel); clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag); //Shatter parts that can shatter ShatterPart shattered = curDamageMesh.GetComponent <ShatterPart>(); if (shattered) { seamKeeper = shattered.seamKeeper; if (Vector3.Distance(curDamageMesh.transform.position, damagePoint) < colMag * surfaceDot * 0.1f * massFactor && colMag * surfaceDot * massFactor > shattered.breakForce) { shattered.Shatter(); } } //Actual deformation if (translation.sqrMagnitude > 0 && strength < 1) { for (int j = 0; j < meshVertices[i].verts.Length; j++) { vertDist = Vector3.Distance(meshVertices[i].verts[j], localPos); distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag); if (distClamp > 0.001f) { damagedMeshes[i] = true; if (seamKeeper == null || seamlessDeform) { vertProjection = seamlessDeform ? Vector3.zero : Vector3.Project(normalizedVel, meshVertices[i].verts[j]); meshVertices[i].verts[j] += (clampedTranslation - vertProjection * (usePerlinNoise ? 1 + Mathf.PerlinNoise(meshVertices[i].verts[j].x * 100, meshVertices[i].verts[j].y * 100) : 1)) * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor; } else { seamLocalPoint = seamKeeper.InverseTransformPoint(curDamageMesh.transform.TransformPoint(meshVertices[i].verts[j])); meshVertices[i].verts[j] += (clampedTranslation - Vector3.Project(normalizedVel, seamLocalPoint) * (usePerlinNoise ? 1 + Mathf.PerlinNoise(seamLocalPoint.x * 100, seamLocalPoint.y * 100) : 1)) * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor; } } } } } seamKeeper = null; //Deform mesh colliders for (int i = 0; i < deformColliders.Length; i++) { localPos = deformColliders[i].transform.InverseTransformPoint(damagePoint); translation = deformColliders[i].transform.InverseTransformDirection(clampedVel); clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag); if (translation.sqrMagnitude > 0 && strength < 1) { for (int j = 0; j < colVertices[i].verts.Length; j++) { vertDist = Vector3.Distance(colVertices[i].verts[j], localPos); distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag); if (distClamp > 0.001f) { damagedCols[i] = true; colVertices[i].verts[j] += clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor; } } } } //Displace parts for (int i = 0; i < displaceParts.Length; i++) { curDisplacePart = displaceParts[i]; translation = clampedVel; clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag); if (translation.sqrMagnitude > 0 && strength < 1) { vertDist = Vector3.Distance(curDisplacePart.position, damagePoint); distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag); if (distClamp > 0.001f) { curDisplacePart.position += clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor; //Detach detachable parts if (curDisplacePart.GetComponent <DetachablePart>()) { detachedPart = curDisplacePart.GetComponent <DetachablePart>(); if (colMag * surfaceDot * massFactor > detachedPart.looseForce && detachedPart.looseForce >= 0) { detachedPart.initialPos = curDisplacePart.localPosition; detachedPart.Detach(true); } else if (colMag * surfaceDot * massFactor > detachedPart.breakForce) { detachedPart.Detach(false); } } //Maybe the parent of this part is what actually detaches, useful for displacing compound colliders that represent single detachable objects else if (curDisplacePart.parent.GetComponent <DetachablePart>()) { detachedPart = curDisplacePart.parent.GetComponent <DetachablePart>(); if (!detachedPart.detached) { if (colMag * surfaceDot * massFactor > detachedPart.looseForce && detachedPart.looseForce >= 0) { detachedPart.initialPos = curDisplacePart.parent.localPosition; detachedPart.Detach(true); } else if (colMag * surfaceDot * massFactor > detachedPart.breakForce) { detachedPart.Detach(false); } } else if (detachedPart.hinge) { detachedPart.displacedAnchor += curDisplacePart.parent.InverseTransformDirection(clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor); } } //Damage suspensions and wheels damagedSus = curDisplacePart.GetComponent <Suspension>(); if (damagedSus) { if ((!damagedSus.wheel.grounded && ignoreGroundedWheels) || !ignoreGroundedWheels) { curDisplacePart.RotateAround(damagedSus.tr.TransformPoint(damagedSus.damagePivot), Vector3.ProjectOnPlane(damagePoint - curDisplacePart.position, -translation.normalized), clampedColMag * surfaceDot * distClamp * 20 * massFactor); damagedSus.wheel.damage += clampedColMag * surfaceDot * distClamp * 10 * massFactor; if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedSus.jamForce) { damagedSus.jammed = true; } if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedSus.wheel.detachForce) { damagedSus.wheel.Detach(); } foreach (SuspensionPart curPart in damagedSus.movingParts) { if (curPart.connectObj && !curPart.isHub && !curPart.solidAxle) { if (!curPart.connectObj.GetComponent <SuspensionPart>()) { curPart.connectPoint += curPart.connectObj.InverseTransformDirection(clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor); } } } } } //Damage hover wheels HoverWheel damagedHoverWheel = curDisplacePart.GetComponent <HoverWheel>(); if (damagedHoverWheel) { if ((!damagedHoverWheel.grounded && ignoreGroundedWheels) || !ignoreGroundedWheels) { if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedHoverWheel.detachForce) { damagedHoverWheel.Detach(); } } } } } } }