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48 lines
1.9 KiB
C#
48 lines
1.9 KiB
C#
3 weeks ago
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using System;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.GameplayObjects.AnimationCallbacks
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{
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/// <summary>
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/// De-parents the boss's helmet when he is defeated. This prevents the helmet from jittering during the
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/// animation loop. The "boss defeat start" animation has an event that calls OnAnimEvent("HelmetLanded")
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/// right as the helmet hits the ground. That's what we listen for here.
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/// </summary>
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/// <remarks>
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/// Without this code, the boss's helmet appears to "jiggle" a bit while the boss throws his temper-tantrum.
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/// The animation in the FBX keeps the helmet staying stationary, but it moves in-game due to animation
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/// compression and floating-point round off. Since the helmet is parented deep in the transform hierarchy,
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/// it's difficult to keep the helmet precisely still while all of its parent transforms are moving around wildly.
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///
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/// We could get rid of the majority of the jiggle by disabling animation-compression on the FBX, but that could
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/// adversely impact performance. Since this is a special case, we deal with it via this special-case script.
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/// </remarks>
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public class BossDeathHelmetHandler : MonoBehaviour
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{
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[SerializeField]
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[Tooltip("The transform of the boss's helmet, which will become de-parented when the boss is defeated")]
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Transform m_HelmetTransform;
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bool m_HasDeparentedHelmet;
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public void OnAnimEvent(string id)
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{
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if (id == "HelmetLanded" && !m_HasDeparentedHelmet)
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{
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m_HasDeparentedHelmet = true;
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m_HelmetTransform.parent = null;
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}
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}
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public void OnDestroy()
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{
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if (m_HasDeparentedHelmet && m_HelmetTransform)
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{
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// the boss is going away, so the helmet should go too!
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Destroy(m_HelmetTransform.gameObject);
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}
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}
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}
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}
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