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CrowdControl/Assets/Epic Toon FX/Demo/Scripts/ETFXProjectileScript.cs

71 lines
3.6 KiB
C#

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