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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
[RequireComponent(typeof(Rigidbody2D))]
public class Explodable : MonoBehaviour
{
public System.Action<List<GameObject>> OnFragmentsGenerated;
public bool allowRuntimeFragmentation = false;
public int extraPoints = 0;
public int subshatterSteps = 0;
public string fragmentLayer = "Default";
public string sortingLayerName = "Default";
public int orderInLayer = 0;
public enum ShatterType
{
Triangle,
Voronoi
};
public ShatterType shatterType;
public List<GameObject> fragments = new List<GameObject>();
private List<List<Vector2>> polygons = new List<List<Vector2>>();
/// <summary>
/// Creates fragments if necessary and destroys original gameobject
/// </summary>
public void explode()
{
//if fragments were not created before runtime then create them now
if (fragments.Count == 0 && allowRuntimeFragmentation)
{
generateFragments();
}
//otherwise unparent and activate them
else
{
foreach (GameObject frag in fragments)
{
frag.transform.parent = null;
frag.SetActive(true);
}
}
//if fragments exist destroy the original
if (fragments.Count > 0)
{
Destroy(gameObject);
}
}
/// <summary>
/// Creates fragments and then disables them
/// </summary>
public void fragmentInEditor()
{
if (fragments.Count > 0)
{
deleteFragments();
}
generateFragments();
setPolygonsForDrawing();
foreach (GameObject frag in fragments)
{
frag.transform.parent = transform;
frag.SetActive(false);
}
}
public void deleteFragments()
{
foreach (GameObject frag in fragments)
{
if (Application.isEditor)
{
DestroyImmediate(frag);
}
else
{
Destroy(frag);
}
}
fragments.Clear();
polygons.Clear();
}
/// <summary>
/// Turns Gameobject into multiple fragments
/// </summary>
private void generateFragments()
{
fragments = new List<GameObject>();
switch (shatterType)
{
case ShatterType.Triangle:
fragments = SpriteExploder.GenerateTriangularPieces(gameObject, extraPoints, subshatterSteps);
break;
case ShatterType.Voronoi:
fragments = SpriteExploder.GenerateVoronoiPieces(gameObject, extraPoints, subshatterSteps);
break;
default:
Debug.Log("invalid choice");
break;
}
//sets additional aspects of the fragments
foreach (GameObject p in fragments)
{
if (p != null)
{
p.layer = LayerMask.NameToLayer(fragmentLayer);
p.GetComponent<Renderer>().sortingLayerName = sortingLayerName;
p.GetComponent<Renderer>().sortingOrder = orderInLayer;
}
}
foreach (ExplodableAddon addon in GetComponents<ExplodableAddon>())
{
if (addon.enabled)
{
addon.OnFragmentsGenerated(fragments);
}
}
}
private void setPolygonsForDrawing()
{
polygons.Clear();
List<Vector2> polygon;
foreach (GameObject frag in fragments)
{
polygon = new List<Vector2>();
foreach (Vector2 point in frag.GetComponent<PolygonCollider2D>().points)
{
Vector2 offset = rotateAroundPivot((Vector2)frag.transform.position, (Vector2)transform.position, Quaternion.Inverse(transform.rotation)) - (Vector2)transform.position;
offset.x /= transform.localScale.x;
offset.y /= transform.localScale.y;
polygon.Add(point + offset);
}
polygons.Add(polygon);
}
}
private Vector2 rotateAroundPivot(Vector2 point, Vector2 pivot, Quaternion angle)
{
Vector2 dir = point - pivot;
dir = angle * dir;
point = dir + pivot;
return point;
}
void OnDrawGizmos()
{
if (Application.isEditor)
{
if (polygons.Count == 0 && fragments.Count != 0)
{
setPolygonsForDrawing();
}
Gizmos.color = Color.blue;
Gizmos.matrix = transform.localToWorldMatrix;
Vector2 offset = (Vector2)transform.position * 0;
foreach (List<Vector2> polygon in polygons)
{
for (int i = 0; i < polygon.Count; i++)
{
if (i + 1 == polygon.Count)
{
Gizmos.DrawLine(polygon[i] + offset, polygon[0] + offset);
}
else
{
Gizmos.DrawLine(polygon[i] + offset, polygon[i + 1] + offset);
}
}
}
}
}
}