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168 lines
7.3 KiB
C#

3 years ago
using UnityEngine;
using System.Collections;
namespace RootMotion.Dynamics {
// Handles damaging the puppet via collisions and hits.
public partial class BehaviourPuppet : BehaviourBase {
private MuscleCollisionBroadcaster broadcaster;
/// <summary>
/// Knock out this puppet.
/// </summary>
public void Unpin() {
SetState(State.Unpinned);
}
// When a muscle is hit (through MuscleCollisionBroadcaster.Hit(...))
protected override void OnMuscleHitBehaviour(MuscleHit hit) {
// Should we activate the puppet?
if (masterProps.normalMode == NormalMode.Kinematic) puppetMaster.mode = PuppetMaster.Mode.Active;
// Unpin the muscle (and other muscles) and add force
UnPin(hit.muscleIndex, hit.unPin);
// Add force
puppetMaster.muscles[hit.muscleIndex].SetKinematic(false);
puppetMaster.muscles[hit.muscleIndex].rigidbody.AddForceAtPosition(hit.force, hit.position);
}
// When a muscle collides with something (called by the MuscleCollisionBroadcaster component on the muscle).
protected override void OnMuscleCollisionBehaviour(MuscleCollision m) {
if (OnCollision != null) OnCollision(m);
// All the conditions for ignoring this
if (!enabled) return;
if (state == State.Unpinned) return;
if (collisions > maxCollisions) return;
if (!LayerMaskExtensions.Contains(collisionLayers, m.collision.collider.gameObject.layer)) return;
if (LayerMaskExtensions.Contains(groundLayers, m.collision.collider.gameObject.layer)) {
if (state == State.GetUp) return; // Do not damage if contact with ground layers and in getup state
if (puppetMaster.muscles[m.muscleIndex].props.group == Muscle.Group.Foot) return; // Do not damage if feet in contact with ground layers
}
if (masterProps.normalMode == NormalMode.Kinematic && !puppetMaster.isActive && !masterProps.activateOnStaticCollisions && m.collision.gameObject.isStatic) return;
// Activate on Kinematic-Kinematic pair
if (puppetMaster.muscles[m.muscleIndex].rigidbody.isKinematic && m.collision.collider.attachedRigidbody != null && m.collision.collider.attachedRigidbody.isKinematic)
{
if (masterProps.normalMode == NormalMode.Kinematic && puppetMaster.mode == PuppetMaster.Mode.Kinematic) puppetMaster.mode = PuppetMaster.Mode.Active;
}
else
{
// Get the collision impulse on the muscle
float cT = collisionThreshold;
float impulse = GetImpulse(m, ref cT);
float minImpulseMlp = PuppetMasterSettings.instance != null ? (1f + PuppetMasterSettings.instance.currentlyActivePuppets * PuppetMasterSettings.instance.activePuppetCollisionThresholdMlp) : 1f;
float minImpulse = cT * minImpulseMlp;
if (impulse <= minImpulse) return;
collisions++;
// Try to find out if it collided with another puppet's muscle
if (m.collision.collider.attachedRigidbody != null)
{
broadcaster = m.collision.collider.attachedRigidbody.GetComponent<MuscleCollisionBroadcaster>();
if (broadcaster != null)
{
if (broadcaster.muscleIndex < broadcaster.puppetMaster.muscles.Length)
{
// Multiply impulse (if the other muscle has been boosted)
impulse *= broadcaster.puppetMaster.muscles[broadcaster.muscleIndex].state.impulseMlp;
//float stayF = m.isStay? 0.05f: 0.1f;
//broadcaster.puppetMaster.muscles[broadcaster.muscleIndex].offset -= m.collision.impulse * Time.deltaTime * stayF;
}
}
}
// DO not move this up, the impulse value will be wrong.
// Let other scripts know about the collision (even the ones below collision threshold)
if (OnCollisionImpulse != null) OnCollisionImpulse(m, impulse);
// Should we activate the puppet?
if (Activate(m.collision, impulse)) puppetMaster.mode = PuppetMaster.Mode.Active;
// Unpin the muscle (and other muscles)
UnPin(m.muscleIndex, impulse);
}
}
// Calculating the impulse magnitude from a collision
private float GetImpulse(MuscleCollision m, ref float layerThreshold) {
float i = m.collision.impulse.sqrMagnitude;
i /= puppetMaster.muscles [m.muscleIndex].rigidbody.mass;
i *= 0.3f; // Coeficient for evening out for pre-0.3 versions
// Collision resistance multipliers
foreach (CollisionResistanceMultiplier crm in collisionResistanceMultipliers) {
if (LayerMaskExtensions.Contains(crm.layers, m.collision.collider.gameObject.layer)) {
if (crm.multiplier <= 0f) i = Mathf.Infinity;
else i /= crm.multiplier;
layerThreshold = crm.collisionThreshold;
break;
}
}
return i;
}
// Unpin a muscle and other muscles linked to it
public void UnPin(int muscleIndex, float unpin) {
if (muscleIndex >= puppetMaster.muscles.Length) return;
BehaviourPuppet.MuscleProps props = GetProps(puppetMaster.muscles[muscleIndex].props.group);
for (int i = 0; i < puppetMaster.muscles.Length; i++) {
UnPinMuscle(i, unpin * GetFalloff(i, muscleIndex, props.unpinParents, props.unpinChildren, props.unpinGroup));
}
hasCollidedSinceGetUp = true;
lastCollisionTime = Time.time;
}
// Unpin a specific muscle according to its collision resistance, immunity and other values
private void UnPinMuscle(int muscleIndex, float unpin) {
// All the conditions to ignore this
if (unpin <= 0f) return;
if (puppetMaster.muscles[muscleIndex].state.immunity >= 1f) return;
// Find the group properties
BehaviourPuppet.MuscleProps props = GetProps(puppetMaster.muscles[muscleIndex].props.group);
// Making the puppet more resistant to collisions while getting up
float stateF = 1f;
if (state == State.GetUp) stateF = Mathf.Lerp(getUpCollisionResistanceMlp, 1f, puppetMaster.muscles[muscleIndex].state.pinWeightMlp);
// Applying collision resistance
float cR = collisionResistance.mode == Weight.Mode.Float? collisionResistance.floatValue: collisionResistance.GetValue(puppetMaster.muscles[muscleIndex].targetVelocity.magnitude);
float damage = unpin / (props.collisionResistance * cR * stateF);
damage *= 1f - puppetMaster.muscles[muscleIndex].state.immunity;
// Finally apply the damage
//puppetMaster.muscles[muscleIndex].state.pinWeightMlp -= damage;
if (!puppetMaster.muscles[muscleIndex].state.isDisconnected)
{
puppetMaster.muscles[muscleIndex].state.pinWeightMlp = Mathf.Max(puppetMaster.muscles[muscleIndex].state.pinWeightMlp - damage, props.minPinWeight);
}
}
private bool Activate(Collision collision, float impulse) {
if (masterProps.normalMode != NormalMode.Kinematic) return false;
if (puppetMaster.mode != PuppetMaster.Mode.Kinematic) return false;
if (impulse < masterProps.activateOnImpulse) return false;
if (collision.gameObject.isStatic) {
return masterProps.activateOnStaticCollisions;
}
return true;
}
}
}