71 lines
2.1 KiB
C#
71 lines
2.1 KiB
C#
using UnityEngine;
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namespace RoR2;
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[RequireComponent(typeof(Collider))]
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public class VehicleForceZone : MonoBehaviour
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{
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public Rigidbody vehicleRigidbody;
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public float impactMultiplier;
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private Collider collider;
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private void Start()
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{
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collider = GetComponent<Collider>();
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}
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public void OnTriggerEnter(Collider other)
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{
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CharacterMotor component = other.GetComponent<CharacterMotor>();
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HealthComponent component2 = other.GetComponent<HealthComponent>();
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if ((bool)component && (bool)component2)
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{
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Vector3 position = base.transform.position;
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_ = vehicleRigidbody.velocity.normalized;
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Vector3 pointVelocity = vehicleRigidbody.GetPointVelocity(position);
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Vector3 vector = pointVelocity * vehicleRigidbody.mass * impactMultiplier;
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_ = vehicleRigidbody.mass;
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Mathf.Pow(pointVelocity.magnitude, 2f);
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float num = component.mass / (component.mass + vehicleRigidbody.mass);
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vehicleRigidbody.AddForceAtPosition(-vector * num, position);
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Debug.LogFormat("Impulse: {0}, Ratio: {1}", vector.magnitude, num);
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DamageInfo damageInfo = new DamageInfo();
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damageInfo.attacker = base.gameObject;
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damageInfo.force = vector;
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damageInfo.position = position;
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component2.TakeDamageForce(damageInfo, alwaysApply: true);
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}
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}
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public void OnCollisionEnter(Collision collision)
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{
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Debug.LogFormat("Hit {0}", collision.gameObject);
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Rigidbody component = collision.collider.GetComponent<Rigidbody>();
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if ((bool)component)
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{
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HealthComponent component2 = component.GetComponent<HealthComponent>();
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if ((bool)component2)
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{
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Vector3 point = collision.contacts[0].point;
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_ = collision.contacts[0].normal;
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vehicleRigidbody.GetPointVelocity(point);
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Vector3 impulse = collision.impulse;
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float num = 0f;
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vehicleRigidbody.AddForceAtPosition(impulse * num, point);
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Debug.LogFormat("Impulse: {0}, Ratio: {1}", impulse, num);
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DamageInfo damageInfo = new DamageInfo();
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damageInfo.attacker = base.gameObject;
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damageInfo.force = -impulse * (1f - num);
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damageInfo.position = point;
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component2.TakeDamageForce(damageInfo, alwaysApply: true);
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}
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}
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}
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private void Update()
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{
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}
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}
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