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CrowdControl/Assets/3rd/D2D_Scripts/Gameplay/Physics/ExplosionForceApplier.cs

44 lines
1.2 KiB
C#

3 months ago
using UnityEngine;
using System;
using System.Collections;
using System.Linq;
using D2D.Utilities;
using D2D;
using D2D.Gameplay;
using static D2D.Utilities.SettingsFacade;
using static D2D.Utilities.CommonLazyFacade;
using static D2D.Utilities.CommonGameplayFacade;
namespace D2D
{
public class ExplosionForceApplier : SmartScript
{
[SerializeField] private Vector2 _force;
[SerializeField] private Vector2 _radius;
[SerializeField] private float _upwardsModifier;
[SerializeField] private Transform _origin;
[SerializeField] private bool _showGizmoo = true;
private void OnDrawGizmosSelected()
{
if (!_showGizmoo)
return;
Gizmos.color = Color.red;
if (_origin == null)
_origin = transform;
Gizmos.DrawSphere(_origin.position, (_radius.x + _radius.y)/2f);
}
private void OnEnable()
{
if (_origin == null)
_origin = transform;
ChildrenGets<Rigidbody>()
.ForEach(g => g.AddExplosionForce(_force.RandomFloat(), _origin.position, _radius.RandomFloat(), _upwardsModifier));
}
}
}