projectEli/Assets/NeoFPS/Core/Surfaces/ParticleSystemHitFxBehaviour.cs

99 lines
3.6 KiB
C#
Raw Normal View History

2022-11-07 01:28:33 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NeoFPS
{
[HelpURL("https://docs.neofps.com/manual/surfacesref-mb-particlesystemhitfxbehaviour.html")]
public class ParticleSystemHitFxBehaviour : BaseHitFxBehaviour
{
[Header ("Impact Effects")]
[SerializeField, Tooltip("The particle system for chunks of surface material (eg. wood splinters, paint chips).")]
private ParticleSystem m_ChipsSystem = null;
[SerializeField, Range (1, 50), Tooltip("The number of chip particles for a bullet hit with size 1.")]
private int m_DefaultChipCount = 5;
[SerializeField, Tooltip("The particle system for fine dust spray or similar.")]
private ParticleSystem m_DustSystem = null;
[SerializeField, Range (1, 50), Tooltip("The number of dust particles for a bullet hit with size 1.")]
private int m_DefaultDustCount = 12;
[Header ("Decals")]
[SerializeField, Tooltip("The particle system used to place a decal.")]
private ParticleSystem m_DecalSystem = null;
[SerializeField, Range(0.01f, 5f), Tooltip("The decal size multiplier before modification by the hit size.")]
private float m_DefaultDecalSize = 0.1f;
[Header ("Control")]
[SerializeField, Range (0f, 1f), Tooltip("The amount of deflection for the hit system (0 follows the impact normal, 1 follows the reflected impact ray).")]
private float m_Deflection = 0.25f;
[SerializeField, Range (0f, 0.1f), Tooltip("The distance from the surface to place the decal (prevents z-fighting).")]
private float m_SurfaceOffset = 0.01f;
private const float k_2Pi = 6.283185307179586476925286766559f;
public override bool forceInitialise { get { return true; } }
public override void OnActiveSceneChange()
{
if (m_ChipsSystem != null)
m_ChipsSystem.Clear(true);
if (m_DustSystem != null)
m_DustSystem.Clear(true);
if (m_DecalSystem != null)
m_DecalSystem.Clear(true);
}
public override void Hit (GameObject hitObject, Vector3 position, Vector3 normal)
{
Hit (hitObject, position, normal, Vector3.zero, 1f, false);
}
public override void Hit (GameObject hitObject, Vector3 position, Vector3 normal, float size)
{
Hit (hitObject, position, normal, Vector3.zero, size, false);
}
public override void Hit (GameObject hitObject, Vector3 position, Vector3 normal, Vector3 ray, float size)
{
Hit (hitObject, position, normal, ray, size, false);
}
public override void Hit (GameObject hitObject, Vector3 position, Vector3 normal, Vector3 ray, float size, bool decal)
{
Quaternion normalRotation = Quaternion.LookRotation (normal);
Quaternion deflected = normalRotation;
if (m_Deflection > 0f && ray != Vector3.zero)
{
Vector3 reflection = Vector3.Reflect (ray, normal);
deflected = Quaternion.Lerp (normalRotation, Quaternion.LookRotation (reflection), m_Deflection);
}
transform.position = position + (normal * m_SurfaceOffset);
transform.rotation = deflected;
if (m_ChipsSystem != null && m_DefaultChipCount > 0)
m_ChipsSystem.Emit ((int)((float)m_DefaultChipCount * size));
if (m_DustSystem != null && m_DefaultDustCount > 0)
m_DustSystem.Emit ((int)((float)m_DefaultDustCount * size));
if (decal && m_DecalSystem != null)
{
var details = m_DecalSystem.main;
var euler = normalRotation.eulerAngles;
details.startRotationX = euler.x * Mathf.Deg2Rad;
details.startRotationY = euler.y * Mathf.Deg2Rad;
details.startRotationZ = Random.Range (0f, k_2Pi);
details.startSize = m_DefaultDecalSize * size;
m_DecalSystem.Emit (1);
}
}
}
}