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- using UnityEngine;
- using System.Collections;
- namespace EpicToonFX
- {
- 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
- }
- }
- }
- }
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