Exemplo n.º 1
0
        /// <summary>
        /// This method allows to apply the physics on this part.
        /// </summary>
        public void ApplyPhysics()
        {
            if (!BuildManager.Instance.UsePhysics)
            {
                return;
            }

            if (!AdvancedFeatures)
            {
                return;
            }

            if (!UseConditionalPhysics)
            {
                return;
            }

            if (AffectedByPhysics)
            {
                return;
            }

            if (CurrentState == StateType.Queue)
            {
                return;
            }

            for (int i = 0; i < PhysicsIgnoreTags.Length; i++)
            {
                GameObject[] IgnoreCollider = GameObject.FindGameObjectsWithTag(PhysicsIgnoreTags[i]);

                for (int x = 0; x < IgnoreCollider.Length; x++)
                {
                    if (IgnoreCollider[x].GetComponent <Collider>() != null)
                    {
                        for (int y = 0; y < Colliders.Count; y++)
                        {
                            Physics.IgnoreCollision(Colliders[y], IgnoreCollider[x].GetComponent <Collider>());
                        }
                    }
                }
            }

            if (GetComponent <Rigidbody>() != null)
            {
                if (PhysicsConvexOnAffected)
                {
                    for (int i = 0; i < Colliders.Count; i++)
                    {
                        if (Colliders[i].GetComponent <MeshCollider>() != null)
                        {
                            Colliders[i].GetComponent <MeshCollider>().convex = true;
                        }
                    }
                }

                GetComponent <Rigidbody>().isKinematic = false;
                GetComponent <Rigidbody>().AddForce(UnityEngine.Random.insideUnitSphere, ForceMode.Impulse);
            }

            ChangeAreaState(OccupancyType.Free);

            AffectedByPhysics = true;

            DisableAllSockets();

            PhysicExtension.SetLayerRecursively(gameObject, LayerMask.NameToLayer(Constants.LAYER_IGNORE));

            Destroy(this);

            Destroy(gameObject, PhysicsLifeTime);

            EventHandlers.AffectedPart(this);
        }