summaryrefslogtreecommitdiff
path: root/ProjectileHit.cs
blob: 305f9fc2f5b62373beb0829430aa69f0bad728d2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
using UnityEngine;

public class ProjectileHit : MonoBehaviour
{
	public GameObject soundPlayer;

	public ProjectileHitSpawn[] objectsToSpawnOnHit;

	private bool done;

	public float damage = 25f;

	public float force;

	private void Start()
	{
	}

	private void Update()
	{
	}

	public void Hit(RaycastHit hit)
	{
		if (done)
		{
			return;
		}
		done = true;
		Player component = hit.transform.root.GetComponent<Player>();
		ProjectileHitSpawn[] array = objectsToSpawnOnHit;
		foreach (ProjectileHitSpawn projectileHitSpawn in array)
		{
			Vector3 point = hit.point;
			Quaternion rotation = Quaternion.identity;
			if ((bool)component)
			{
				if (projectileHitSpawn.playerSpawnRotation == ProjectileHitSpawn.SpawnRotation.forward)
				{
					rotation = Quaternion.LookRotation(base.transform.forward);
				}
				if (projectileHitSpawn.playerSpawnRotation == ProjectileHitSpawn.SpawnRotation.normal)
				{
					rotation = Quaternion.LookRotation(hit.normal);
				}
			}
			else
			{
				if (projectileHitSpawn.groundSpawnRotation == ProjectileHitSpawn.SpawnRotation.forward)
				{
					rotation = Quaternion.LookRotation(base.transform.forward);
				}
				if (projectileHitSpawn.groundSpawnRotation == ProjectileHitSpawn.SpawnRotation.normal)
				{
					rotation = Quaternion.LookRotation(hit.normal);
				}
			}
			GameObject gameObject = Object.Instantiate(projectileHitSpawn.spawnedObject, point, rotation);
		}
		Damagable component2 = hit.transform.GetComponent<Damagable>();
		if ((bool)component2)
		{
			component2.TakeDamage(damage * base.transform.forward, hit.point);
		}
		Rigidbody rigidbody = hit.rigidbody;
		if ((bool)rigidbody && force != 0f)
		{
			float num = 1f;
			num = Mathf.Clamp(rigidbody.mass / 10f, 0f, 1f);
			rigidbody.AddForceAtPosition(base.transform.forward * force * num, hit.point, ForceMode.Impulse);
		}
		Object.Instantiate(soundPlayer, hit.point, Quaternion.identity).GetComponent<SFXPlayer>().Play(hit);
		Object.Destroy(base.gameObject);
	}
}