public void DismemberBone(Ragdoll ragdoll, RagdollTransform bone, int delay, bool isFollowBone = false) { InitializeDismemberedBones(); if (!isFollowBone) { if (!dismemberableBones.Contains(bone.bone.bone)) { return; } if (delay > 0) { ragdoll.StartCoroutine(DismemberBoneDelayed(ragdoll, bone, delay)); return; } dismemberedBones[bone.bone.bone] = bone; bone.collider.gameObject.layer = LayerMask.NameToLayer(ignorePhysicsLayer); // bone.joint.connectedBody = null; // bone.collider.isTrigger = true; // bone.SetKinematic(true); // dismember the follow target, so it reflects our dismemberment // (dismembers the animated model...) if (bone.followTarget != null) { DismemberBone(ragdoll, bone.followTarget, 0, true); } // dismember and disable any child bones (helps physics from getting all jittery) HumanBodyBones childBone = Ragdoll.GetChildBone(bone.bone.bone); if (childBone != HumanBodyBones.Hips) { RagdollTransform childBoneTransform = ragdoll.GetBone(childBone); if (!BoneDismembered(childBoneTransform)) { DismemberBone(ragdoll, childBoneTransform, 0, false); } } } bone.transform.localScale = Vector3.one * dismemberScale; }
static void BuildCapsules(Dictionary <HumanBodyBones, RagdollTransform> bones) { foreach (var k in capsuleBones) { RagdollTransform bone = bones[k]; int direction = k.ToString().Contains("Arm") ? 0 : 1; float distance; if (upperCapsuleBones.Contains(k)) { distance = bone.transform.InverseTransformPoint(bones[Ragdoll.GetChildBone(k)].transform.position)[direction]; } else { Vector3 endPoint = (bone.transform.position - bones[Ragdoll.GetParentBone(k)].transform.position) + bone.transform.position; distance = bone.transform.InverseTransformPoint(endPoint)[direction]; if (bone.transform.GetComponentsInChildren(typeof(Transform)).Length > 1) { Bounds bounds = new Bounds(); foreach (Transform child in bone.transform.GetComponentsInChildren(typeof(Transform))) { bounds.Encapsulate(bone.transform.InverseTransformPoint(child.position)); } if (distance > 0) { distance = bounds.max[direction]; } else { distance = bounds.min[direction]; } } } CapsuleCollider collider = bone.AddComponent <CapsuleCollider>(); collider.direction = direction; Vector3 center = Vector3.zero; center[direction] = distance * 0.5F; collider.center = center; collider.height = Mathf.Abs(distance); bone.collider = collider; } }
public void DismemberBone(string reason, Ragdoll ragdoll, RagdollTransform bone) { InitializeDismemberedBones(); if (!dismembermentAvailable) { return; } if (!BoneDismemberable(bone.bone.bone)) { return; } if (RagdollPhysics.RigidbodyGrabbed(bone.rigidbody)) { return; } // Debug.LogError("Dismembered " + reason); dismemberedBones[bone.bone.bone] = bone; // dismember the follow target, so it reflects our dismemberment // (dismembers the animated model...) if (bone.followTarget != null) { DismemberBone(ragdoll, bone.followTarget, true); } // dismember and disable any child bones (helps physics from getting all jittery) HumanBodyBones childBone = Ragdoll.GetChildBone(bone.bone.bone); RagdollTransform childBoneTransform = ragdoll.GetBone(childBone); if (!BoneDismembered(childBoneTransform)) { DismemberBone(reason, ragdoll, childBoneTransform); } ragdoll.StartCoroutine(DismemberBoneDelayed(ragdoll, bone)); }