예제 #1
0
        /// <summary>
        /// create pool (array) of fragment game objects with all necessary components
        /// </summary>
        /// <param name="poolSize">number of fragments</param>
        public void Allocate(int poolSize)
        {
            Exploder2DUtils.Assert(poolSize > 0, "");

            if (pool == null || pool.Length < poolSize)
            {
                DestroyFragments();

                pool = new Fragment2D[poolSize];

                for (int i = 0; i < poolSize; i++)
                {
                    var fragment = new GameObject("fragment_" + i);
                    fragment.AddComponent <SpriteRenderer>();
                    fragment.AddComponent <PolygonCollider2D>();
                    fragment.AddComponent <Rigidbody2D>();
                    fragment.AddComponent <Exploder2DOption>();

                    var fragmentComponent = fragment.AddComponent <Fragment2D>();

                    fragment.transform.parent = gameObject.transform;

                    pool[i] = fragmentComponent;

                    Exploder2DUtils.SetActiveRecursively(fragment.gameObject, false);

                    fragmentComponent.RefreshComponentsCache();

                    fragmentComponent.Sleep();
                }
            }
        }
예제 #2
0
        /// <summary>
        /// this is called from exploder class to start the explosion
        /// </summary>
        public void Explode()
        {
            activeObj = true;
            Exploder2DUtils.SetActiveRecursively(gameObject, true);
            visibilityCheckTimer = 0.1f;
            visible         = true;
            deactivateTimer = deactivateTimeout;
            originalScale   = transform.localScale;

            if (explodable)
            {
                tag = Exploder2DObject.Tag;
            }

            Emit(true);
        }
예제 #3
0
        bool Postprocess(long timeOffset)
        {
            var postTimer = new Stopwatch();

            postTimer.Start();

            var count = postList.Count;

#if DBG
            postProcessingFrames++;
#endif

            while (poolIdx < count)
            {
                var fragment = pool[poolIdx];
                var mesh     = postList[poolIdx];

                poolIdx++;

                if (!mesh.original)
                {
                    continue;
                }

                if (crack)
                {
                    Exploder2DUtils.SetActiveRecursively(fragment.gameObject, false);
                }

                fragment.CreateSprite(mesh.spriteMesh, mesh.sprite, mesh.original.transform, mesh.sortingLayer, mesh.orderInLayer, mesh.color);

                var oldParent = fragment.transform.parent;
                fragment.transform.parent     = mesh.parent;
                fragment.transform.position   = new Vector3(mesh.position.x, mesh.position.y, mesh.original.transform.position.z);
                fragment.transform.rotation   = mesh.rotation;
                fragment.transform.localScale = mesh.localScale;
                fragment.transform.parent     = null;
                fragment.transform.parent     = oldParent;

                if (!crack)
                {
                    if (mesh.original != gameObject)
                    {
                        Exploder2DUtils.SetActiveRecursively(mesh.original, false);
                    }
                    else
                    {
                        Exploder2DUtils.EnableCollider(mesh.original, false);
                        Exploder2DUtils.SetVisible(mesh.original, false);
                    }
                }

                if (!FragmentOptions.DisableColliders)
                {
                    Core.MeshUtils.GeneratePolygonCollider(fragment.polygonCollider2D, mesh.spriteMesh);
                }

                if (mesh.option)
                {
                    mesh.option.DuplicateSettings(fragment.options);
                }

                if (!crack)
                {
                    fragment.Explode();
                }

                var force = Force;
                if (mesh.option && mesh.option.UseLocalForce)
                {
                    force = mesh.option.Force;
                }

                // apply force to rigid body
                fragment.ApplyExplosion2D(mesh.transform, mesh.centroidLocal, mainCentroid, FragmentOptions, UseForceVector,
                                          ForceVector, force, mesh.original, TargetFragments);

#if SHOW_DEBUG_LINES
                UnityEngine.Debug.DrawLine(mainCentroid, forceVector * Force, Color.yellow, 3);
#endif

                if (postTimer.ElapsedMilliseconds + timeOffset > FrameBudget)
                {
                    return(false);
                }
            }

#if DBG
            var watch = new Stopwatch();
            watch.Start();
#endif

            if (!crack)
            {
                if (DestroyOriginalObject)
                {
                    foreach (var mesh in postList)
                    {
                        if (mesh.original && !mesh.original.GetComponent <Fragment2D>())
                        {
                            Object.Destroy(mesh.original);
                        }
                    }
                }

                if (ExplodeSelf)
                {
                    if (!DestroyOriginalObject)
                    {
                        Exploder2DUtils.SetActiveRecursively(gameObject, false);
                    }
                }

                if (HideSelf)
                {
                    Exploder2DUtils.SetActiveRecursively(gameObject, false);
                }

#if DBG
                Exploder2DUtils.Log("Explosion finished! " + postList.Count + postList[0].original.transform.gameObject.name);
#endif
                OnExplosionFinished(true);
            }
            else
            {
                cracked = true;

                if (CrackedCallback != null)
                {
                    CrackedCallback();
                }
            }

#if DBG
            postProcessingTimeEnd = watch.ElapsedMilliseconds;
#endif

            return(true);
        }
예제 #4
0
        void PostCrackExplode(OnExplosion callback)
        {
            if (callback != null)
            {
                callback(0.0f, ExplosionState.ExplosionStarted);
            }

            var count = postList.Count;

            poolIdx = 0;

            while (poolIdx < count)
            {
                var fragment = pool[poolIdx];
                var mesh     = postList[poolIdx];

                poolIdx++;

                if (mesh.original != gameObject)
                {
                    Exploder2DUtils.SetActiveRecursively(mesh.original, false);
                }
                else
                {
                    Exploder2DUtils.EnableCollider(mesh.original, false);
                    Exploder2DUtils.SetVisible(mesh.original, false);
                }

                fragment.Explode();
            }

            if (DestroyOriginalObject)
            {
                foreach (var mesh in postList)
                {
                    if (mesh.original && !mesh.original.GetComponent <Fragment2D>())
                    {
                        Object.Destroy(mesh.original);
                    }
                }
            }

            if (ExplodeSelf)
            {
                if (!DestroyOriginalObject)
                {
                    Exploder2DUtils.SetActiveRecursively(gameObject, false);
                }
            }

            if (HideSelf)
            {
                Exploder2DUtils.SetActiveRecursively(gameObject, false);
            }

#if DBG
            Exploder2DUtils.Log("Crack finished! " + postList.Count + postList[0].original.transform.gameObject.name);
#endif
            ExplosionCallback = callback;
            OnExplosionFinished(true);
        }
예제 #5
0
        void Update()
        {
            if (activeObj)
            {
                //
                // clamp velocity
                //
                if (rigidBody)
                {
                    if (rigidBody.velocity.sqrMagnitude > maxVelocity * maxVelocity)
                    {
                        var vel = rigidBody.velocity.normalized;
                        rigidBody.velocity = vel * maxVelocity;
                    }
                }
                else if (rigid2D)
                {
                    if (rigid2D.velocity.sqrMagnitude > maxVelocity * maxVelocity)
                    {
                        var vel = rigid2D.velocity.normalized;
                        rigid2D.velocity = vel * maxVelocity;
                    }
                }

                if (deactivateOptions == DeactivateOptions.Timeout)
                {
                    deactivateTimer -= Time.deltaTime;

                    if (deactivateTimer < 0.0f)
                    {
                        Sleep();
                        activeObj = false;
                        Exploder2DUtils.SetActiveRecursively(gameObject, false);

                        // return fragment to previous fadout state
                        switch (fadeoutOptions)
                        {
                        case FadeoutOptions.FadeoutAlpha:
                            break;
                        }
                    }
                    else
                    {
                        var t = deactivateTimer / deactivateTimeout;

                        switch (fadeoutOptions)
                        {
                        case FadeoutOptions.FadeoutAlpha:
                            var color = spriteRenderer.color;
                            color.a = t;
                            spriteRenderer.color = color;
                            break;

                        case FadeoutOptions.ScaleDown:
                            gameObject.transform.localScale = originalScale * t;
                            break;
                        }
                    }
                }

                visibilityCheckTimer -= Time.deltaTime;

                if (visibilityCheckTimer < 0.0f && UnityEngine.Camera.main)
                {
                    var viewportPoint = UnityEngine.Camera.main.WorldToViewportPoint(transform.position);

                    if (viewportPoint.z < 0 || viewportPoint.x < 0 || viewportPoint.y < 0 ||
                        viewportPoint.x > 1 || viewportPoint.y > 1)
                    {
                        if (deactivateOptions == DeactivateOptions.OutsideOfCamera)
                        {
                            Sleep();
                            activeObj = false;
                            Exploder2DUtils.SetActiveRecursively(gameObject, false);
                        }

                        visible = false;
                    }
                    else
                    {
                        visible = true;
                    }

                    visibilityCheckTimer = Random.Range(0.1f, 0.3f);

                    if (explodable)
                    {
                        var size = GetComponent <Collider>().bounds.size;

                        if (Mathf.Max(size.x, size.y, size.z) < minSizeToExplode)
                        {
                            tag = string.Empty;
                        }
                    }
                }
            }
        }