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using UnityEngine;
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using System.Collections;
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namespace EpicToonFX
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{
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public class ETFXProjectileScript : MonoBehaviour
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{
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public GameObject impactParticle; // Effect spawned when projectile hits a collider
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public GameObject projectileParticle; // Effect attached to the gameobject as child
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public GameObject muzzleParticle; // Effect instantly spawned when gameobject is spawned
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[Header("Adjust if not using Sphere Collider")]
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public float colliderRadius = 1f;
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[Range(0f, 1f)] // This is an offset that moves the impact effect slightly away from the point of impact to reduce clipping of the impact effect
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public float collideOffset = 0.15f;
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void Start()
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{
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projectileParticle = Instantiate(projectileParticle, transform.position, transform.rotation) as GameObject;
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projectileParticle.transform.parent = transform;
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if (muzzleParticle)
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{
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muzzleParticle = Instantiate(muzzleParticle, transform.position, transform.rotation) as GameObject;
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Destroy(muzzleParticle, 1.5f); // 2nd parameter is lifetime of effect in seconds
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}
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}
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void FixedUpdate()
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{
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if (GetComponent<Rigidbody>().velocity.magnitude != 0)
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{
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transform.rotation = Quaternion.LookRotation(GetComponent<Rigidbody>().velocity); // Sets rotation to look at direction of movement
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}
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RaycastHit hit;
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float radius; // Sets the radius of the collision detection
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if (transform.GetComponent<SphereCollider>())
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radius = transform.GetComponent<SphereCollider>().radius;
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else
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radius = colliderRadius;
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Vector3 direction = transform.GetComponent<Rigidbody>().velocity; // Gets the direction of the projectile, used for collision detection
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if (transform.GetComponent<Rigidbody>().useGravity)
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direction += Physics.gravity * Time.deltaTime; // Accounts for gravity if enabled
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direction = direction.normalized;
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float detectionDistance = transform.GetComponent<Rigidbody>().velocity.magnitude * Time.deltaTime; // Distance of collision detection for this frame
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if (Physics.SphereCast(transform.position, radius, direction, out hit, detectionDistance)) // Checks if collision will happen
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{
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transform.position = hit.point + (hit.normal * collideOffset); // Move projectile to point of collision
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GameObject impactP = Instantiate(impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, hit.normal)) as GameObject; // Spawns impact effect
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ParticleSystem[] trails = GetComponentsInChildren<ParticleSystem>(); // Gets a list of particle systems, as we need to detach the trails
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//Component at [0] is that of the parent i.e. this object (if there is any)
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for (int i = 1; i < trails.Length; i++) // Loop to cycle through found particle systems
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{
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ParticleSystem trail = trails[i];
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if (trail.gameObject.name.Contains("Trail"))
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{
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trail.transform.SetParent(null); // Detaches the trail from the projectile
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Destroy(trail.gameObject, 2f); // Removes the trail after seconds
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}
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}
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Destroy(projectileParticle, 3f); // Removes particle effect after delay
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Destroy(impactP, 3.5f); // Removes impact effect after delay
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Destroy(gameObject); // Removes the projectile
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}
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}
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}
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}
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