91 lines
1.8 KiB
C#
91 lines
1.8 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class HeadShot_VFX : MonoBehaviour {
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public Animator anim;
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public Rigidbody playerRb;
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public CapsuleCollider capsuleCollider;
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public GameObject bloodSpatterVFX;
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public GameObject bulletWound;
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private Rigidbody[] rigidbodies;
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private Collider[] colliders;
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void Start()
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{
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bloodSpatterVFX.SetActive(false);
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bulletWound.SetActive(false);
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}
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private void Awake()
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{
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rigidbodies = GetComponentsInChildren<Rigidbody>();
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colliders = GetComponentsInChildren<Collider>();
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SetCollidersEnabled(false);
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SetRigidbodiesKinematic(true);
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}
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private void Update()
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{
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if (Input.GetButtonDown("Fire1"))
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{
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StartCoroutine("ActivateRagdoll");
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}
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}
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private void SetCollidersEnabled(bool enabled)
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{
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foreach (Collider col in colliders)
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{
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col.enabled = enabled;
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}
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}
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private void SetRigidbodiesKinematic(bool kinematic)
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{
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foreach (Rigidbody rb in rigidbodies)
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{
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rb.isKinematic = kinematic;
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}
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}
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private void SetRigidbodiesRemoveVelocity()
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{
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foreach (Rigidbody rb in rigidbodies)
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{
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rb.velocity = Vector3.zero;
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rb.angularVelocity = Vector3.zero;
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}
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}
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IEnumerator ActivateRagdoll()
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{
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bulletWound.SetActive(true);
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bloodSpatterVFX.SetActive(true);
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capsuleCollider.enabled = false;
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anim.enabled = false;
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SetRigidbodiesKinematic(false);
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SetCollidersEnabled(true);
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yield return new WaitForSeconds(0.03f);
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SetRigidbodiesRemoveVelocity();
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SetCollidersEnabled(true);
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SetRigidbodiesKinematic(false);
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}
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}
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