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using System;
using UnityEngine;
public class Destructible : MonoBehaviour, IDestructible
{
public Action m_onDestroyed;
public Action m_onDamaged;
[Header("Destruction")]
public DestructibleType m_destructibleType = DestructibleType.Default;
public float m_health = 1f;
public HitData.DamageModifiers m_damages;
public float m_minDamageTreshold;
public int m_minToolTier;
public float m_hitNoise;
public float m_destroyNoise;
public float m_ttl;
public GameObject m_spawnWhenDestroyed;
[Header("Effects")]
public EffectList m_destroyedEffect = new EffectList();
public EffectList m_hitEffect = new EffectList();
public bool m_autoCreateFragments;
private ZNetView m_nview;
private Rigidbody m_body;
private bool m_firstFrame = true;
private bool m_destroyed;
private void Awake()
{
m_nview = GetComponent<ZNetView>();
m_body = GetComponent<Rigidbody>();
if ((bool)m_nview && m_nview.GetZDO() != null)
{
m_nview.Register<HitData>("Damage", RPC_Damage);
if (m_autoCreateFragments)
{
m_nview.Register("CreateFragments", RPC_CreateFragments);
}
if (m_ttl > 0f)
{
InvokeRepeating("DestroyNow", m_ttl, 1f);
}
}
}
private void Start()
{
m_firstFrame = false;
}
public GameObject GetParentObject()
{
return null;
}
public DestructibleType GetDestructibleType()
{
return m_destructibleType;
}
public void Damage(HitData hit)
{
if (!m_firstFrame && m_nview.IsValid())
{
m_nview.InvokeRPC("Damage", hit);
}
}
private void RPC_Damage(long sender, HitData hit)
{
if (!m_nview.IsValid() || !m_nview.IsOwner() || m_destroyed)
{
return;
}
float @float = m_nview.GetZDO().GetFloat("health", m_health);
hit.ApplyResistance(m_damages, out var significantModifier);
float totalDamage = hit.GetTotalDamage();
if ((bool)m_body)
{
m_body.AddForceAtPosition(hit.m_dir * hit.m_pushForce, hit.m_point, ForceMode.Impulse);
}
if (hit.m_toolTier < m_minToolTier)
{
DamageText.instance.ShowText(DamageText.TextType.TooHard, hit.m_point, 0f);
return;
}
DamageText.instance.ShowText(significantModifier, hit.m_point, totalDamage);
if (totalDamage <= 0f)
{
return;
}
@float -= totalDamage;
m_nview.GetZDO().Set("health", @float);
m_hitEffect.Create(hit.m_point, Quaternion.identity, base.transform);
if (m_onDamaged != null)
{
m_onDamaged();
}
if (m_hitNoise > 0f)
{
Player closestPlayer = Player.GetClosestPlayer(hit.m_point, 10f);
if ((bool)closestPlayer)
{
closestPlayer.AddNoise(m_hitNoise);
}
}
if (@float <= 0f)
{
Destroy();
}
}
private void DestroyNow()
{
if (m_nview.IsValid() && m_nview.IsOwner())
{
Destroy();
}
}
public void Destroy()
{
CreateDestructionEffects();
if (m_destroyNoise > 0f)
{
Player closestPlayer = Player.GetClosestPlayer(base.transform.position, 10f);
if ((bool)closestPlayer)
{
closestPlayer.AddNoise(m_destroyNoise);
}
}
if ((bool)m_spawnWhenDestroyed)
{
ZNetView component = UnityEngine.Object.Instantiate(m_spawnWhenDestroyed, base.transform.position, base.transform.rotation).GetComponent<ZNetView>();
component.SetLocalScale(base.transform.localScale);
component.GetZDO().SetPGWVersion(m_nview.GetZDO().GetPGWVersion());
}
if (m_onDestroyed != null)
{
m_onDestroyed();
}
ZNetScene.instance.Destroy(base.gameObject);
m_destroyed = true;
}
private void CreateDestructionEffects()
{
m_destroyedEffect.Create(base.transform.position, base.transform.rotation, base.transform);
if (m_autoCreateFragments)
{
m_nview.InvokeRPC(ZNetView.Everybody, "CreateFragments");
}
}
private void RPC_CreateFragments(long peer)
{
CreateFragments(base.gameObject);
}
public static void CreateFragments(GameObject rootObject, bool visibleOnly = true)
{
MeshRenderer[] componentsInChildren = rootObject.GetComponentsInChildren<MeshRenderer>(includeInactive: true);
int layer = LayerMask.NameToLayer("effect");
MeshRenderer[] array = componentsInChildren;
foreach (MeshRenderer meshRenderer in array)
{
if (!meshRenderer.gameObject.activeInHierarchy || (visibleOnly && !meshRenderer.isVisible))
{
continue;
}
MeshFilter component = meshRenderer.gameObject.GetComponent<MeshFilter>();
if (!(component == null))
{
if (component.sharedMesh == null)
{
ZLog.Log("Meshfilter missing mesh " + component.gameObject.name);
continue;
}
ZLog.Log("Creating fragment " + meshRenderer.gameObject.name);
GameObject obj = new GameObject();
obj.layer = layer;
obj.transform.position = component.gameObject.transform.position;
obj.transform.rotation = component.gameObject.transform.rotation;
obj.transform.localScale = component.gameObject.transform.lossyScale * 0.9f;
obj.AddComponent<MeshFilter>().sharedMesh = component.sharedMesh;
MeshRenderer meshRenderer2 = obj.AddComponent<MeshRenderer>();
meshRenderer2.sharedMaterials = meshRenderer.sharedMaterials;
meshRenderer2.material.SetFloat("_RippleDistance", 0f);
meshRenderer2.material.SetFloat("_ValueNoise", 0f);
Rigidbody rigidbody = obj.AddComponent<Rigidbody>();
obj.AddComponent<BoxCollider>();
rigidbody.AddForce(UnityEngine.Random.onUnitSphere * 2f, ForceMode.VelocityChange);
obj.AddComponent<TimedDestruction>().Trigger(UnityEngine.Random.Range(2, 4));
}
}
}
}
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