b486678290
Library -Artifacts
206 lines
7.2 KiB
C#
206 lines
7.2 KiB
C#
#if !UNITY_2019_3_OR_NEWER
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#define CINEMACHINE_PHYSICS
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#define CINEMACHINE_PHYSICS_2D
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#endif
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using Cinemachine.Utility;
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using UnityEngine;
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namespace Cinemachine
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{
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#if !(CINEMACHINE_PHYSICS || CINEMACHINE_PHYSICS_2D)
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// Workaround for Unity scripting bug
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[AddComponentMenu("")] // Hide in menu
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public class CinemachineCollisionImpulseSource : CinemachineImpulseSource {}
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#else
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/// <summary>
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/// Generate an Impulse Event this object's Collider collides with something
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/// or its trigger zone is entered.
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///
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/// This component should be attached to a GameObject with a Collider or a Collider2D.
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/// Objects colliding with this (or entering its trigger zone if it's a trigger) will be
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/// filtered according to the layer and tag settings defined here, and if they
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/// pass the filter, they will cause an impulse event to be generated.
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/// </summary>
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[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
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[SaveDuringPlay]
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[HelpURL(Documentation.BaseURL + "manual/CinemachineCollisionImpulseSource.html")]
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public class CinemachineCollisionImpulseSource : CinemachineImpulseSource
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{
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/// <summary>Only collisions with objects on these layers will generate Impulse events.</summary>
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[Header("Trigger Object Filter")]
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[Tooltip("Only collisions with objects on these layers will generate Impulse events")]
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public LayerMask m_LayerMask = 1;
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/// <summary>No Impulse evemts will be generated for collisions with objects having these tags</summary>
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[TagField]
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[Tooltip("No Impulse evemts will be generated for collisions with objects having these tags")]
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public string m_IgnoreTag = string.Empty;
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/// <summary>If checked, signal direction will be affected by the direction of impact</summary>
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[Header("How To Generate The Impulse")]
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[Tooltip("If checked, signal direction will be affected by the direction of impact")]
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public bool m_UseImpactDirection = false;
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/// <summary>If checked, signal amplitude will be multiplied by the mass of the impacting object</summary>
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[Tooltip("If checked, signal amplitude will be multiplied by the mass of the impacting object")]
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public bool m_ScaleImpactWithMass = false;
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/// <summary>If checked, signal amplitude will be multiplied by the speed of the impacting object</summary>
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[Tooltip("If checked, signal amplitude will be multiplied by the speed of the impacting object")]
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public bool m_ScaleImpactWithSpeed = false;
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#if CINEMACHINE_PHYSICS
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Rigidbody mRigidBody;
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#endif
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#if CINEMACHINE_PHYSICS_2D
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Rigidbody2D mRigidBody2D;
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#endif
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private void Start()
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{
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#if CINEMACHINE_PHYSICS
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mRigidBody = GetComponent<Rigidbody>();
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#endif
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#if CINEMACHINE_PHYSICS_2D
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mRigidBody2D = GetComponent<Rigidbody2D>();
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#endif
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}
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private void OnEnable() {} // For the Enabled checkbox
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#if CINEMACHINE_PHYSICS
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private void OnCollisionEnter(Collision c)
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{
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GenerateImpactEvent(c.collider, c.relativeVelocity);
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}
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private void OnTriggerEnter(Collider c)
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{
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GenerateImpactEvent(c, Vector3.zero);
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}
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private float GetMassAndVelocity(Collider other, ref Vector3 vel)
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{
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bool getVelocity = vel == Vector3.zero;
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float mass = 1;
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if (m_ScaleImpactWithMass || m_ScaleImpactWithSpeed || m_UseImpactDirection)
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{
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if (mRigidBody != null)
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{
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if (m_ScaleImpactWithMass)
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mass *= mRigidBody.mass;
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if (getVelocity)
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vel = -mRigidBody.velocity;
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}
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var rb = other != null ? other.attachedRigidbody : null;
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if (rb != null)
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{
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if (m_ScaleImpactWithMass)
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mass *= rb.mass;
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if (getVelocity)
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vel += rb.velocity;
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}
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}
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return mass;
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}
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private void GenerateImpactEvent(Collider other, Vector3 vel)
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{
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// Check the filters
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if (!enabled)
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return;
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if (other != null)
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{
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int layer = other.gameObject.layer;
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if (((1 << layer) & m_LayerMask) == 0)
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return;
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if (m_IgnoreTag.Length != 0 && other.CompareTag(m_IgnoreTag))
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return;
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}
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// Calculate the signal direction and magnitude
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float mass = GetMassAndVelocity(other, ref vel);
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if (m_ScaleImpactWithSpeed)
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mass *= Mathf.Sqrt(vel.magnitude);
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Vector3 dir = m_DefaultVelocity;
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if (m_UseImpactDirection && !vel.AlmostZero())
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dir = -vel.normalized * dir.magnitude;
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// Fire it off!
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GenerateImpulseWithVelocity(dir * mass);
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}
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#endif
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#if CINEMACHINE_PHYSICS_2D
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private void OnCollisionEnter2D(Collision2D c)
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{
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GenerateImpactEvent2D(c.collider, c.relativeVelocity);
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}
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private void OnTriggerEnter2D(Collider2D c)
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{
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GenerateImpactEvent2D(c, Vector3.zero);
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}
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private float GetMassAndVelocity2D(Collider2D other2d, ref Vector3 vel)
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{
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bool getVelocity = vel == Vector3.zero;
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float mass = 1;
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if (m_ScaleImpactWithMass || m_ScaleImpactWithSpeed || m_UseImpactDirection)
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{
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if (mRigidBody2D != null)
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{
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if (m_ScaleImpactWithMass)
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mass *= mRigidBody2D.mass;
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if (getVelocity)
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vel = -mRigidBody2D.velocity;
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}
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var rb2d = other2d != null ? other2d.attachedRigidbody : null;
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if (rb2d != null)
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{
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if (m_ScaleImpactWithMass)
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mass *= rb2d.mass;
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if (getVelocity)
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{
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Vector3 v = rb2d.velocity;
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vel += v;
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}
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}
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}
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return mass;
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}
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private void GenerateImpactEvent2D(Collider2D other2d, Vector3 vel)
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{
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// Check the filters
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if (!enabled)
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return;
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if (other2d != null)
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{
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int layer = other2d.gameObject.layer;
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if (((1 << layer) & m_LayerMask) == 0)
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return;
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if (m_IgnoreTag.Length != 0 && other2d.CompareTag(m_IgnoreTag))
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return;
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}
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// Calculate the signal direction and magnitude
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float mass = GetMassAndVelocity2D(other2d, ref vel);
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if (m_ScaleImpactWithSpeed)
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mass *= Mathf.Sqrt(vel.magnitude);
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Vector3 dir = m_DefaultVelocity;
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if (m_UseImpactDirection && !vel.AlmostZero())
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dir = -vel.normalized * dir.magnitude;
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// Fire it off!
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GenerateImpulseWithVelocity(dir * mass);
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}
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#endif
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}
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#endif
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}
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