58 lines
1.2 KiB
C#
58 lines
1.2 KiB
C#
using UnityEngine;
|
|
|
|
[AddComponentMenu("Destructible 2D/D2D Explosion Damage")]
|
|
public class D2D_ExplosionDamage : MonoBehaviour
|
|
{
|
|
public LayerMask Layers = -1;
|
|
|
|
public float Radius = 1.0f;
|
|
|
|
public float Damage = 10.0f;
|
|
|
|
public int Samples = 32;
|
|
|
|
public bool HasExploded;
|
|
|
|
protected virtual void Update()
|
|
{
|
|
if (HasExploded == false)
|
|
{
|
|
HasExploded = true;
|
|
|
|
Explode();
|
|
}
|
|
}
|
|
|
|
public void Explode()
|
|
{
|
|
if (Samples > 0)
|
|
{
|
|
var origin = transform.position;
|
|
var step = 360.0f / Samples;
|
|
var scaledDamage = Damage / Samples;
|
|
|
|
for (var i = 0; i < Samples; i++)
|
|
{
|
|
var angle = i * step;
|
|
var direction = new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
|
|
var hit = Physics2D.Raycast(origin, direction, Radius);
|
|
var collider = hit.collider;
|
|
|
|
if (collider != null && collider.isTrigger == false)
|
|
{
|
|
var mask = 1 << collider.gameObject.layer;
|
|
|
|
if ((mask & Layers.value) != 0)
|
|
{
|
|
var damageableSprite = D2D_Helper.GetComponentUpwards<D2D_DamageableSprite>(collider.transform);
|
|
|
|
if (damageableSprite != null)
|
|
{
|
|
damageableSprite.InflictDamage(scaledDamage);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |