78 lines
2.6 KiB
C#
78 lines
2.6 KiB
C#
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using UnityEngine;
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namespace NeoFPS
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{
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[HelpURL("https://docs.neofps.com/manual/surfacesref-mb-particlesystemhitfxbehaviour.html")]
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public class PooledObjectHitFxBehaviour : BaseHitFxBehaviour
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{
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[SerializeField, Tooltip("The pooled objects to choose from")]
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private PooledObject[] m_Prototypes = { };
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public override bool forceInitialise { get { return false; } }
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private void Awake()
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{
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// Check how many non-null entries exist
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int valid = 0;
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for (int i = 0; i < m_Prototypes.Length; ++i)
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{
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if (m_Prototypes[i] != null)
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++valid;
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}
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// Clean up the array if it contains null
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if (valid != m_Prototypes.Length)
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{
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int itr = 0;
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var replacement = new PooledObject[valid];
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for (int i = 0; i < m_Prototypes.Length; ++i)
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{
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if (m_Prototypes[i] != null)
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replacement[itr++] = m_Prototypes[i];
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}
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m_Prototypes = replacement;
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}
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}
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public override void OnActiveSceneChange()
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{
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// Nothing required, as pooled objects are per-scene
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}
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public override void Hit(GameObject hitObject, Vector3 position, Vector3 normal)
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{
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Hit(hitObject, position, normal, 1f);
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}
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public override void Hit(GameObject hitObject, Vector3 position, Vector3 normal, float size)
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{
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// Get the prototype to use
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PooledObject prototype = null;
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switch (m_Prototypes.Length)
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{
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case 0:
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return;
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case 1:
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prototype = m_Prototypes[0];
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break;
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default:
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prototype = m_Prototypes[Random.Range(0, m_Prototypes.Length)];
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break;
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}
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// Place the pooled object and activate
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PoolManager.GetPooledObject<PooledObject>(prototype, position, Quaternion.FromToRotation(Vector3.forward, normal), new Vector3(size, size, size));
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}
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public override void Hit(GameObject hitObject, Vector3 position, Vector3 normal, Vector3 ray, float size)
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{
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Hit(hitObject, position, normal, size);
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}
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public override void Hit(GameObject hitObject, Vector3 position, Vector3 normal, Vector3 ray, float size, bool decal)
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{
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Hit(hitObject, position, normal, size);
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}
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}
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}
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