From 22891bf59032ba88262824255a706d652031384b Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 10 Mar 2022 14:07:40 +0800 Subject: * move folder --- .../WebDemo/scripts/ExplodingProjectile.cs | 142 --------------------- 1 file changed, 142 deletions(-) delete mode 100644 Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs (limited to 'Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs') diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs deleted file mode 100644 index ee62553b..00000000 --- a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs +++ /dev/null @@ -1,142 +0,0 @@ -using UnityEngine; -using System.Collections; - -/* THIS CODE IS JUST FOR PREVIEW AND TESTING */ -// Feel free to use any code and picking on it, I cannot guaratnee it will fit into your project -public class ExplodingProjectile : MonoBehaviour -{ - public GameObject impactPrefab; - public GameObject explosionPrefab; - public float thrust; - - public Rigidbody thisRigidbody; - - public GameObject particleKillGroup; - private Collider thisCollider; - - public bool LookRotation = true; - public bool Missile = false; - public Transform missileTarget; - public float projectileSpeed; - public float projectileSpeedMultiplier; - - public bool ignorePrevRotation = false; - - public bool explodeOnTimer = false; - public float explosionTimer; - float timer; - - private Vector3 previousPosition; - - // Use this for initialization - void Start() - { - thisRigidbody = GetComponent(); - if (Missile) - { - missileTarget = GameObject.FindWithTag("Target").transform; - } - thisCollider = GetComponent(); - previousPosition = transform.position; - } - - // Update is called once per frame - void Update() - { - /* if(Input.GetButtonUp("Fire2")) - { - Explode(); - }*/ - timer += Time.deltaTime; - if (timer >= explosionTimer && explodeOnTimer == true) - { - Explode(); - } - - } - - void FixedUpdate() - { - if (Missile) - { - projectileSpeed += projectileSpeed * projectileSpeedMultiplier; - // transform.position = Vector3.MoveTowards(transform.position, missileTarget.transform.position, 0); - - transform.LookAt(missileTarget); - - thisRigidbody.AddForce(transform.forward * projectileSpeed); - } - - if (LookRotation && timer >= 0.05f) - { - transform.rotation = Quaternion.LookRotation(thisRigidbody.velocity); - } - - CheckCollision(previousPosition); - - previousPosition = transform.position; - } - - void CheckCollision(Vector3 prevPos) - { - RaycastHit hit; - Vector3 direction = transform.position - prevPos; - Ray ray = new Ray(prevPos, direction); - float dist = Vector3.Distance(transform.position, prevPos); - if (Physics.Raycast(ray, out hit, dist)) - { - transform.position = hit.point; - Quaternion rot = Quaternion.FromToRotation(Vector3.forward, hit.normal); - Vector3 pos = hit.point; - Instantiate(impactPrefab, pos, rot); - if (!explodeOnTimer && Missile == false) - { - Destroy(gameObject); - } - else if (Missile == true) - { - thisCollider.enabled = false; - particleKillGroup.SetActive(false); - thisRigidbody.velocity = Vector3.zero; - Destroy(gameObject, 5); - } - - } - } - - void OnCollisionEnter(Collision collision) - { - if (collision.gameObject.tag != "FX") - { - ContactPoint contact = collision.contacts[0]; - Quaternion rot = Quaternion.FromToRotation(Vector3.forward, contact.normal); - if (ignorePrevRotation) - { - rot = Quaternion.Euler(0, 0, 0); - } - Vector3 pos = contact.point; - Instantiate(impactPrefab, pos, rot); - if (!explodeOnTimer && Missile == false) - { - Destroy(gameObject); - } - else if (Missile == true) - { - - thisCollider.enabled = false; - particleKillGroup.SetActive(false); - thisRigidbody.velocity = Vector3.zero; - - Destroy(gameObject, 5); - - } - } - } - - void Explode() - { - Instantiate(explosionPrefab, gameObject.transform.position, Quaternion.Euler(0, 0, 0)); - Destroy(gameObject); - } - -} \ No newline at end of file -- cgit v1.1-26-g67d0