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using System.Collections;
using UnityEngine;
namespace Invector
{
public class vBreakableObject : MonoBehaviour, vIDamageReceiver
{
public Transform brokenObject;
[Header("Break Object Settings")]
[Tooltip("Break objet OnTrigger with Player rolling")]
public bool breakOnPlayerRoll = true;
[Tooltip("Break objet OnCollision with other object")]
public bool breakOnCollision = true;
[Tooltip("Rigidbody velocity to break OnCollision whit other object")]
public float maxVelocityToBreak = 5f;
public UnityEngine.Events.UnityEvent OnBroken;
[SerializeField] protected OnReceiveDamage _onStartReceiveDamage = new OnReceiveDamage();
[SerializeField] protected OnReceiveDamage _onReceiveDamage = new OnReceiveDamage();
public OnReceiveDamage onStartReceiveDamage { get { return _onStartReceiveDamage; } protected set { _onStartReceiveDamage = value; } }
public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; } protected set { _onReceiveDamage = value; } }
protected bool isBroken;
protected Collider _collider;
protected Rigidbody _rigidBody;
protected virtual void Start()
{
_collider = GetComponent<Collider>();
_rigidBody = GetComponent<Rigidbody>();
}
public void TakeDamage(vDamage damage)
{
onStartReceiveDamage.Invoke(damage);
if (!isBroken)
{
isBroken = true;
StartCoroutine(BreakObject());
}
if (damage.damageValue > 0)
{
onReceiveDamage.Invoke(damage);
}
}
protected virtual IEnumerator BreakObject()
{
if (_rigidBody) Destroy(_rigidBody);
if (_collider) Destroy(_collider);
yield return new WaitForEndOfFrame();
brokenObject.transform.parent = null;
brokenObject.gameObject.SetActive(true);
OnBroken.Invoke();
Destroy(gameObject);
}
#if INVECTOR_BASIC
protected virtual void OnTriggerStay(Collider other)
{
if (breakOnPlayerRoll && other.gameObject.CompareTag("Player"))
{
var thirdPerson = other.gameObject.GetComponent<Invector.vCharacterController.vThirdPersonController>();
if (thirdPerson && thirdPerson.isRolling && !isBroken)
{
isBroken = true;
StartCoroutine(BreakObject());
}
}
}
#endif
protected virtual void OnCollisionEnter(Collision other)
{
if (breakOnCollision && _rigidBody && _rigidBody.linearVelocity.magnitude > 5f && !isBroken)
{
isBroken = true;
StartCoroutine(BreakObject());
}
}
}
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using UnityEngine;
using System.Collections;
namespace Invector
{
public class vDestroyOnSleep : MonoBehaviour
{
IEnumerator Start()
{
var rigdb = GetComponent<Rigidbody>();
var collider = GetComponent<Collider>();
yield return transform.parent.gameObject.activeSelf;
while (!rigdb.IsSleeping())
yield return new WaitForSeconds(2f);
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Destroy(collider);
}
}
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