121 lines
3.7 KiB
C#
121 lines
3.7 KiB
C#
// Sreed33
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Meteor : MonoBehaviour
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{
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[Header("Meteor Settings")]
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[Tooltip("The root gameobject to enable for playing explosion effects")]
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[SerializeField] private GameObject explosionEffect;
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[Tooltip("The radius of the explosion force created on impact")]
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[SerializeField] private float explosionRadius;
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[Tooltip("The force of the explosion")]
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[SerializeField] private float explosionForce;
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[Tooltip("The upwards lift from the explosion")]
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[SerializeField] private float explosionLift;
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[Tooltip("The radius used to damage the player")]
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[SerializeField] private float damageRadius;
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[Tooltip("The radius used to destroy blocks")]
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[SerializeField] private float destroyRadius;
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[Tooltip("The maximum number of blocks to destroy")]
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[SerializeField] private int destroyBlocksCount;
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[Tooltip("Set true if the meteor should destroy blocks on collision")]
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// Large meteors are set in the editor to destroy blocks
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[SerializeField] private bool destroyBlocks = false;
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[Header("Meteor State")]
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[Tooltip("Once this boolean is false, the meteor will not trigger events again")]
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[SerializeField] private bool newMeteor = true;
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/**********************************************************************************************/
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// Unity / game loop functions
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void OnTriggerEnter(Collider other)
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{
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if (other.GetComponent<GemPickup>()) return;
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DamagePlayer();
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// Track if this is the first collision for this meteor
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if (newMeteor) newMeteor = false;
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else return;
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// If it has already collided, then do nothing
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if (destroyBlocks) DestroyBlocks();
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// Disable meteor components, enable explosion effect
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GetComponent<MeshRenderer>().enabled = false;
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GetComponent<SphereCollider>().enabled = false;
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foreach (Light l in GetComponentsInChildren<Light>()) l.enabled = false;
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// I attached box collider to explosion effects so they would collide with the ground
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// Use it to enable the root gameobject and play all the nested effects
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explosionEffect.SetActive(true);
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// Check all colliders within a radius around the explosion
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Collider[] colliders = Physics.OverlapSphere(transform.position, explosionRadius);
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foreach (Collider c in colliders)
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{
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// If it is not a player, do nothing; Otherwise hurt the player
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if (c.gameObject.tag != "Player") continue;
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// Apply a force to the player from the explosion
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Rigidbody rb = c.gameObject.GetComponent<Rigidbody>();
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if (rb != null)
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{
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rb.AddExplosionForce(explosionForce, transform.position, explosionRadius, explosionLift, ForceMode.Impulse);
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}
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}
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// Destroy the meteor
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StartCoroutine(KillMeteor());
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}
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/**********************************************************************************************/
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// Implementation
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void DestroyBlocks()
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{
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int blocksDestroyed = 0;
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Collider[] blocks = Physics.OverlapSphere(transform.position, destroyRadius);
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foreach (Collider c in blocks)
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{
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if (c.gameObject.tag == "Blue")
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{
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Destroy(c.gameObject);
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blocksDestroyed++;
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if (blocksDestroyed >= destroyBlocksCount) return;
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}
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}
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}
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void DamagePlayer()
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{
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Collider[] blocks = Physics.OverlapSphere(transform.position, damageRadius);
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foreach (Collider c in blocks)
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{
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if (c.gameObject.tag == "Player")
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{
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print("Ow: " + this.gameObject.name);
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FindObjectOfType<HealthManager>().HurtPlayer();
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}
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}
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}
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IEnumerator KillMeteor()
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{
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// Wait two seconds before destroying this gameobject to let the explosion finish
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yield return new WaitForSeconds(2.0f);
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Destroy(this.gameObject);
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}
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}
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