OldBlueWater/BlueWater/Assets/RayFire/Scripts/Components/RayfireDebris.cs

275 lines
9.9 KiB
C#
Raw Normal View History

using System;
using System.Collections.Generic;
using UnityEngine;
namespace RayFire
{
[SelectionBase]
[AddComponentMenu ("RayFire/Rayfire Debris")]
[HelpURL ("https://rayfirestudios.com/unity-online-help/components/unity-debris-component/")]
public class RayfireDebris : MonoBehaviour
{
// UI
public bool onDemolition;
public bool onActivation;
public bool onImpact;
public GameObject debrisReference;
public Material debrisMaterial;
public Material emissionMaterial;
public RFParticleEmission emission;
public RFParticleDynamicDebris dynamic;
public RFParticleNoise noise;
public RFParticleCollisionDebris collision;
public RFParticleLimitations limitations;
public RFParticleRendering rendering;
// Non serialized
[NonSerialized] public bool initialized;
[NonSerialized] public RayfireRigid rigid;
[NonSerialized] public Mesh[] meshes;
[NonSerialized] public ParticleSystem pSystem;
[NonSerialized] public Transform hostTm;
[NonSerialized] public List<RayfireDebris> children;
[NonSerialized] public int amountFinal;
[NonSerialized] public bool oldChild;
[NonSerialized] Vector3 refScale;
// Static
static Renderer rn;
static MeshFilter[] mar;
/// /////////////////////////////////////////////////////////
/// Common
/// /////////////////////////////////////////////////////////
// Constructor
public RayfireDebris()
{
onDemolition = false;
onActivation = false;
onImpact = false;
debrisReference = null;
debrisMaterial = null;
emissionMaterial = null;
emission = new RFParticleEmission();
dynamic = new RFParticleDynamicDebris();
noise = new RFParticleNoise();
collision = new RFParticleCollisionDebris();
limitations = new RFParticleLimitations();
rendering = new RFParticleRendering();
refScale = Vector3.one;
amountFinal = 5;
}
// Copy from
public void CopyFrom(RayfireDebris source)
{
onDemolition = source.onDemolition;
onActivation = source.onActivation;
onImpact = source.onImpact;
debrisReference = source.debrisReference;
debrisMaterial = source.debrisMaterial;
emissionMaterial = source.emissionMaterial;
emission.CopyFrom (source.emission);
dynamic.CopyFrom (source.dynamic);
noise.CopyFrom (source.noise);
collision.CopyFrom (source.collision);
limitations.CopyFrom (source.limitations);
rendering.CopyFrom (source.rendering);
refScale = source.refScale;
// Hidden
meshes = source.meshes;
initialized = source.initialized;
}
/// /////////////////////////////////////////////////////////
/// Methods
/// /////////////////////////////////////////////////////////
// Initialize
public void Initialize()
{
// Do not initialize if already initialized or parent was initialized
if (initialized == true)
return;
// Set debris ref meshes
SetReferenceMeshes (debrisReference);
}
// Emit particles
public ParticleSystem Emit()
{
// Initialize
Initialize();
// Emitter is not ready
if (initialized == false)
return null;
// Set material properties in case object has no rigid
collision.SetMaterialProps (this);
// Particle system
ParticleSystem ps = RFParticles.CreateParticleSystemDebris(this, transform);
// Get components
MeshFilter emitMeshFilter = GetComponent<MeshFilter>();
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
// Get emit material index
int emitMatIndex = RFParticles.GetEmissionMatIndex (meshRenderer, emissionMaterial);
// Set amount
amountFinal = emission.burstAmount;
// Create debris
CreateDebris(this, emitMeshFilter, emitMatIndex, ps);
return ps;
}
// Clean particle systems
public void Clean()
{
// Destroy own particles
if (hostTm != null)
Destroy (hostTm.gameObject);
// Destroy particles on children debris
if (HasChildren == true)
for (int i = 0; i < children.Count; i++)
if (children[i] != null)
if (children[i].hostTm != null)
Destroy (children[i].hostTm.gameObject);
}
/// /////////////////////////////////////////////////////////
/// Create common
/// /////////////////////////////////////////////////////////
// Create single debris particle system
public static void CreateDebris(RayfireDebris scr, MeshFilter emitMeshFilter, int emitMatIndex, ParticleSystem ps)
{
// Set main module
RFParticles.SetMain(ps.main, scr.emission.lifeMin, scr.emission.lifeMax, scr.emission.sizeMin, scr.emission.sizeMax,
scr.dynamic.gravityMin, scr.dynamic.gravityMax, scr.dynamic.speedMin, scr.dynamic.speedMax,
3.1f, scr.limitations.maxParticles, scr.emission.duration);
// Emission over distance
RFParticles.SetEmission(ps.emission, scr.emission.distanceRate, scr.amountFinal);
// Emission from mesh or from impact point
if (emitMeshFilter != null)
RFParticles.SetShapeMesh(ps.shape, emitMeshFilter.sharedMesh, emitMatIndex, emitMeshFilter.transform.localScale);
else
RFParticles.SetShapeObject(ps.shape);
// Inherit velocity
RFParticles.SetVelocity(ps.inheritVelocity, scr.dynamic);
// Size over lifetime
RFParticles.SetSizeOverLifeTime(ps.sizeOverLifetime, scr.refScale);
// Rotation by speed
RFParticles.SetRotationBySpeed(ps.rotationBySpeed, scr.dynamic.rotationSpeed);
// Collision
RFParticles.SetCollisionDebris(ps.collision, scr.collision);
// Noise
RFParticles.SetNoise (ps.noise, scr.noise);
// Renderer
RFParticles.SetParticleRendererDebris(ps.GetComponent<ParticleSystemRenderer>(), scr);
// Start playing
ps.Play();
}
/// /////////////////////////////////////////////////////////
/// Renderer
/// /////////////////////////////////////////////////////////
// Get reference meshes
void SetReferenceMeshes(GameObject refs)
{
// No reference. Use own mesh
if (refs == null)
{
Debug.Log ("RayFire Debris: " + gameObject.name + ": Debris reference not defined.", gameObject);
return;
}
// Add local mf
if (refs.transform.childCount > 0)
{
mar = refs.GetComponentsInChildren<MeshFilter>();
}
else if (mar == null || mar[0] == null)
{
mar = new MeshFilter[1]{refs.GetComponent<MeshFilter>()};
}
// No mesh filters
if (mar.Length == 0)
{
Debug.Log ("RayFire Debris: " + gameObject.name + ": Debris reference mesh is not defined.", gameObject);
return;
}
// Get all meshes
meshes = new Mesh[4];
for (int i = 0; i < mar.Length; i++)
{
// Limit by 4. Particle system can't take mor than 4 ref meshes
if (i == 4)
break;
if (mar[i].sharedMesh != null && mar[i].sharedMesh.vertexCount > 3)
meshes[i] = mar[i].sharedMesh;
else
Debug.Log ("RayFire Debris: " + mar[i].name + ": has no mesh or amount of vertices too low.", gameObject);
}
// Set debris material
SetDebrisMaterial (mar);
// Set scale
if (mar[0] != null)
refScale = mar[0].transform.lossyScale;
initialized = true;
mar = null;
}
// Set debris material
void SetDebrisMaterial(MeshFilter[] mfs)
{
// Already defined
if (debrisMaterial != null)
return;
for (int i = 0; i < mfs.Length; i++)
{
rn = mfs[i].GetComponent<Renderer>();
if (rn != null)
{
if (rn.sharedMaterial != null)
{
debrisMaterial = rn.sharedMaterial;
return;
}
}
}
// Set original object material
if (debrisMaterial == null)
debrisMaterial = GetComponent<Renderer>().sharedMaterial;
rn = null;
}
public bool HasChildren { get { return children != null && children.Count > 0; } }
}
}