add explodable script
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@@ -4926,6 +4926,100 @@ ParticleSystemRenderer:
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m_MeshWeighting1: 1
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m_MeshWeighting2: 1
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m_Script: {fileID: 11500000, guid: fcf160d0f430fff438a4e57b70f778b2, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::Explosion
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m_Mass: 1
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m_LinearDamping: 0
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m_AngularDamping: 0.05
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m_CenterOfMass: {x: 0, y: 0, z: 0}
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m_ImplicitCom: 1
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m_ImplicitTensor: 1
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m_UseGravity: 0
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m_IsKinematic: 0
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--- !u!1 &7529463216777598777
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@@ -4964,6 +5058,7 @@ Transform:
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--- !u!33 &8008322410806594511
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@@ -5087,6 +5182,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: Assembly-CSharp::Tnt
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explodeLight: {fileID: 5338768621936571555}
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explodeParticle: {fileID: 5366483297162523608}
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explosion: {fileID: 7545598716694529264}
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fuseTime: 2
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explosionLengthTime: 0.2
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--- !u!1 &8211024835675607581
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File diff suppressed because it is too large
Load Diff
@@ -2,12 +2,23 @@
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public class BurriedItem : Diggable
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{
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public GameObject ItemToSpawn;
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// Spawnpoint is optional, will spawn at location of dig spot, translated up
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// on y-axis
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public Transform Spawnpoint;
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public GameObject ItemToSpawn;
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public override void Dig()
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{
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if (Spawnpoint == null)
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{
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Vector3 newPos = new Vector3(transform.position.x, transform.position.y + 0.2f, transform.position.z);
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Instantiate(ItemToSpawn, newPos, transform.rotation, null);
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}
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else
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{
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Instantiate(ItemToSpawn, Spawnpoint.position, Spawnpoint.rotation, null);
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}
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Destroy(gameObject);
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}
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}
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@@ -0,0 +1,34 @@
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using UnityEngine;
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// Put this on things that will explode when they enter the collision trigger
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// an Explosion script
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public class Explodable : MonoBehaviour
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{
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// Light is optional (only if you want the exploded object to create light)
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public Light explodeLight;
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public ParticleSystem explodeParticle;
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public float explosionLengthTime;
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public void Explode()
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{
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if (explodeLight != null)
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{
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explodeLight.gameObject.SetActive(true);
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explodeLight.transform.parent = null;
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Destroy(explodeLight.gameObject, explosionLengthTime);
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}
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if (explodeParticle != null)
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{
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explodeParticle.gameObject.SetActive(true);
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explodeParticle.transform.parent = null;
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//explodeParticle.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
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explodeParticle.Play();
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Destroy(explodeParticle.gameObject, explosionLengthTime);
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}
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Destroy(gameObject);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 0c0bbb84f48543046b86f073995c09b1
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@@ -0,0 +1,18 @@
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using UnityEngine;
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// Put this on an empty game object with a trigger collider. Anything inside of this
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// trigger collider with an Explodable script will explode
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public class Explosion : MonoBehaviour
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{
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private void OnTriggerEnter(Collider other)
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{
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if (other != null)
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{
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Explodable explodable = other.GetComponent<Explodable>();
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if (explodable != null)
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{
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explodable.Explode();
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: fcf160d0f430fff438a4e57b70f778b2
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@@ -4,6 +4,7 @@ public class Tnt : MonoBehaviour
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{
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public Light explodeLight;
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public ParticleSystem explodeParticle;
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public Explosion explosion;
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public float fuseTime;
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public float explosionLengthTime;
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@@ -17,6 +18,8 @@ void Update()
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if (!exploded && timer > fuseTime)
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{
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exploded = true;
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explosion.gameObject.SetActive(true);
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explosion.transform.parent = null;
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explodeLight.gameObject.SetActive(true);
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explodeLight.transform.parent = null;
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explodeParticle.gameObject.SetActive(true);
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@@ -26,6 +29,7 @@ void Update()
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Destroy(explodeLight.gameObject, explosionLengthTime);
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Destroy(explodeParticle.gameObject, explosionLengthTime);
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Destroy(explosion.gameObject, 0.1f);
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Destroy(gameObject);
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}
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