2017-04-12 01:23:07 +09:00

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);
}
}
}
}
}
}
}