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authorchai <215380520@qq.com>2023-10-27 11:05:14 +0800
committerchai <215380520@qq.com>2023-10-27 11:05:14 +0800
commit766cdff5ffa72b65d7f106658d1603f47739b2ba (patch)
tree34d7799a94dfa9be182825577583c0fa6dc935f7 /GameCode/Destructible.cs
+ init
Diffstat (limited to 'GameCode/Destructible.cs')
-rw-r--r--GameCode/Destructible.cs45
1 files changed, 45 insertions, 0 deletions
diff --git a/GameCode/Destructible.cs b/GameCode/Destructible.cs
new file mode 100644
index 0000000..e2b71b0
--- /dev/null
+++ b/GameCode/Destructible.cs
@@ -0,0 +1,45 @@
+using System;
+using UnityEngine;
+
+public class Destructible : Damagable
+{
+ public float threshold = 25f;
+
+ public float force = 1f;
+
+ public float rangeMulti = 1f;
+
+ public override void CallTakeDamage(Vector2 damage, Vector2 damagePosition, GameObject damagingWeapon = null, Player damagingPlayer = null, bool lethal = true)
+ {
+ throw new NotImplementedException();
+ }
+
+ public override void TakeDamage(Vector2 damage, Vector2 position, GameObject damagingWeapon = null, Player damagingPlayer = null, bool lethal = true, bool ignoreBlock = false)
+ {
+ if (!(damage.magnitude < threshold))
+ {
+ damage = damage.normalized * 100f;
+ Transform[] array = new Transform[base.transform.childCount];
+ for (int i = 0; i < array.Length; i++)
+ {
+ array[i] = base.transform.GetChild(i);
+ }
+ foreach (Transform transform in array)
+ {
+ transform.gameObject.SetActive(value: true);
+ transform.SetParent(null, worldPositionStays: true);
+ float num = damage.magnitude * 0.02f * rangeMulti;
+ float num2 = Mathf.Clamp((num - Vector2.Distance(transform.position, position)) / num, 0f, 1f);
+ Rigidbody2D component = transform.GetComponent<Rigidbody2D>();
+ component.AddForce(damage * num2 * force * 0.1f * component.mass, ForceMode2D.Impulse);
+ transform.gameObject.AddComponent<RemoveAfterSeconds>().seconds = UnityEngine.Random.Range(1f, 3f);
+ }
+ base.gameObject.SetActive(value: false);
+ }
+ }
+
+ public override void TakeDamage(Vector2 damage, Vector2 damagePosition, Color dmgColor, GameObject damagingWeapon = null, Player damagingPlayer = null, bool lethal = true, bool ignoreBlock = false)
+ {
+ TakeDamage(damage, damagePosition, dmgColor, damagingWeapon, damagingPlayer, lethal);
+ }
+}