示例#1
0
    private void DealExplosionDamageAndForce()
    {
        //Check for colliders in the area
        Collider[] collidersInRadius = Physics.OverlapSphere(transform.position, EXPLOSION_RADIUS);
        foreach (Collider collider in collidersInRadius)
        {
            //Don't bother raycasting unless the collider in the area is an asteroid
            if (StringIsAnAsteroidModel(collider.gameObject.name))
            {
                //Cast a ray to make sure the asteroid is in LOS
                LayerMask someLayerMask  = -1;
                Vector3   rayDirection   = (collider.transform.position - transform.position).normalized;
                float     rayDistanceMax = (collider.transform.position - transform.position).magnitude;

                if (Physics.Raycast(transform.position, rayDirection, out RaycastHit hit, rayDistanceMax, someLayerMask, QueryTriggerInteraction.Ignore))
                {
                    //Debug.LogFormat("{0}", hit.collider.name);
                    //We need to be ignoring triggers?

                    //Make sure the ray is hitting an asteroid (something else could be in the way blocking LOS) that is within range
                    float distanceBetweenHitAndEpicentre = (transform.position - hit.point).magnitude;
                    //Debug.Log(hit.transform.name);
                    if (distanceBetweenHitAndEpicentre < EXPLOSION_RADIUS && hit.transform.name == control.generation.cBodyAsteroid.name + "(Clone)")
                    {
                        CBodyAsteroid asteroidScript = hit.transform.GetComponent <CBodyAsteroid>();

                        //Don't bother with already destroyed asteroids
                        if (!asteroidScript.destroyed)
                        {
                            //THIS RUNS FOUR TIMES BECAUSE IT IS HITTING THE TRIGGER COLLIDERS



                            //Explosion push force
                            //collider.GetComponent<Rigidbody>().AddExplosionForce(EXPLOSION_STRENGTH, transform.position, EXPLOSION_RADIUS);
                            Vector3 directionFromEpicentreToHit = (hit.point - transform.position).normalized;
                            Vector3 finalForceVector            = directionFromEpicentreToHit * EXPLOSION_PUSH_STRENGTH * (1f - (distanceBetweenHitAndEpicentre / EXPLOSION_RADIUS));
                            //Debug.Log(finalForceVector.magnitude);
                            //Model Object -> Model Size Folder -> All Models Folder -> Complete Asteroid
                            //collider.transform.parent.parent.parent.GetComponent<Rigidbody>().AddForce(finalForceVector);
                            //hit.transform.GetComponent<Rigidbody>().AddForce(finalForceVector);

                            //Explosion damage
                            Vector3 directionHitFrom = (transform.position - hit.point).normalized;
                            asteroidScript.Damage(2, directionHitFrom, hit.point);
                        }
                    }
                }
            }
        }
    }
示例#2
0
    private void UpdateCollisionDetection()
    {
        /*
         * Unity's collision detection system is great for some things,
         * But for weapon projectiles it often doesn't do a good enough job at detecting them
         * So we use this custom method instead
         *
         * Here we use raycasting to check the space in front of the projectile for collidables
         * The distance we check ahead increases with the projectile's speed to prevent phasing
         *
         * We also have to be careful to ignore the trigger colliders since those are used for the waypoint and target system
         *
         * In the raycast, we cast out from the transform.right direction since the model is rotated
         */

        float minimumRaycastDistance = 20f; //this value must be high enough that the projectile does not phase through objects directly in front of the player
        float raycastDistance        = minimumRaycastDistance * rb.velocity.magnitude * Time.deltaTime;

        //Debug.Log(raycastDistance);
        //Debug.DrawRay(transform.position, transform.right * raycastDistance, Color.red);

        //if (Physics.Raycast(transform.position, transform.right, out RaycastHit hit, raycastDistance))

        LayerMask someLayerMask = -1;

        if (Physics.Raycast(transform.position, transform.right, out RaycastHit hit, raycastDistance, someLayerMask, QueryTriggerInteraction.Ignore))
        {
            //Debug.Log("Laser hit object: " + hit.transform.name);

            if (hit.transform.name == "CBodyAsteroid(Clone)")
            {
                CBodyAsteroid asteroidScript = hit.transform.GetComponent <CBodyAsteroid>();

                //Break apart asteroid
                if (!asteroidScript.destroyed)
                {
                    Vector3 direction = (transform.position - hit.point).normalized;
                    asteroidScript.Damage(1, direction, hit.point);

                    //Reset tooltip certainty
                    control.ui.tipAimCertainty = 0f;
                }
            }

            //Deactivate self
            DeactivateSelf();
        }
    }
示例#3
0
    private void Start()
    {
        //Check for colliders in the area
        Collider[] collidersInRadius = Physics.OverlapSphere(transform.position, EXPLOSION_RADIUS);
        foreach (Collider collider in collidersInRadius)
        {
            //Don't bother raycasting unless the collider in the area is an asteroid
            if (collider.gameObject.name == control.generation.cBodyAsteroid.name + "(Clone)")
            {
                //Cast a ray to make sure the asteroid is in LOS
                LayerMask someLayerMask  = -1;
                Vector3   rayDirection   = (collider.transform.position - transform.position).normalized;
                float     rayDistanceMax = (collider.transform.position - transform.position).magnitude;

                if (Physics.Raycast(transform.position, rayDirection, out RaycastHit hit, rayDistanceMax, someLayerMask, QueryTriggerInteraction.Ignore))
                {
                    //Make sure the ray is hitting an asteroid (something else could be in the way blocking LOS)
                    if (hit.transform.name == "CBodyAsteroid(Clone)")
                    {
                        CBodyAsteroid asteroidScript = hit.transform.GetComponent <CBodyAsteroid>();

                        //Don't bother with already destroyed asteroids
                        if (!asteroidScript.destroyed)
                        {
                            //Explosion push force
                            collider.GetComponent <Rigidbody>().AddExplosionForce(EXPLOSION_STRENGTH, transform.position, EXPLOSION_RADIUS);

                            //Explosion damage
                            Vector3 directionHitFrom = (transform.position - hit.point).normalized;
                            asteroidScript.Damage(1, directionHitFrom, hit.point);
                        }
                    }
                }
            }
        }

        //Destroy self quickly after being created
        Destroy(gameObject, 2f);
    }