SecurityBreakGlass.cs 3.2 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using DG.Tweening;
  4. using System;
  5. public class SecurityBreakGlass : BreakGlass
  6. {
  7. [SerializeField] Material transparentMatarial;
  8. [SerializeField] Material blueMatarial;
  9. Vector3[] defaultPos;
  10. Vector3[] defaultScale;
  11. Quaternion[] defaultRotation;
  12. MeshCollider[] meshColliders;
  13. MeshRenderer[] meshRenderers;
  14. // public bool IsBlueGlass => gameObject.activeSelf && meshRenderers.Length >= 1 && meshRenderers[0].material == blueMatarial;
  15. public bool IsBlueGlass
  16. {
  17. get
  18. {
  19. return gameObject.activeSelf && _isBlueGlass;
  20. }
  21. set
  22. {
  23. _isBlueGlass = value;
  24. }
  25. }
  26. bool _isBlueGlass = false;
  27. public override void Init(Material material)
  28. {
  29. base.Init(material);
  30. defaultPos = new Vector3[rigidBodies.Length];
  31. defaultScale = new Vector3[rigidBodies.Length];
  32. defaultRotation = new Quaternion[rigidBodies.Length];
  33. meshColliders = new MeshCollider[rigidBodies.Length];
  34. meshRenderers = new MeshRenderer[rigidBodies.Length];
  35. for (int i = 0; i < rigidBodies.Length; i++)
  36. {
  37. Rigidbody rb = rigidBodies[i];
  38. defaultPos[i] = rb.transform.localPosition;
  39. defaultScale[i] = rb.transform.localScale;
  40. defaultRotation[i] = rb.transform.localRotation;
  41. meshColliders[i] = rb.GetComponent<MeshCollider>();
  42. meshRenderers[i] = rb.GetComponent<MeshRenderer>();
  43. }
  44. IsBlueGlass = false;
  45. gameObject.SetActive(false);
  46. }
  47. public override void Break()
  48. {
  49. base.Break();
  50. }
  51. public void ShowTransparentMatarial()
  52. {
  53. IsBlueGlass = false;
  54. ShowDefaulPosGlass(transparentMatarial);
  55. }
  56. public void ShowBlueMatarial()
  57. {
  58. IsBlueGlass = true;
  59. ShowDefaulPosGlass(blueMatarial);
  60. }
  61. void ShowDefaulPosGlass(Material material)
  62. {
  63. gameObject.SetActive(true);
  64. for (int i = 0; i < rigidBodies.Length; i++)
  65. {
  66. Rigidbody rb = rigidBodies[i];
  67. rb.isKinematic = true;
  68. }
  69. for (int i = 0; i < meshColliders.Length; i++)
  70. {
  71. MeshCollider meshCollider = meshColliders[i];
  72. meshCollider.enabled = false;
  73. }
  74. for (int i = 0; i < rigidBodies.Length; i++)
  75. {
  76. Rigidbody rb = rigidBodies[i];
  77. rb.transform.localPosition = defaultPos[i];
  78. rb.transform.localScale = defaultScale[i];
  79. rb.transform.localRotation = defaultRotation[i];
  80. }
  81. for (int i = 0; i < meshRenderers.Length; i++)
  82. {
  83. MeshRenderer meshRenderer = meshRenderers[i];
  84. meshRenderer.material = material;
  85. }
  86. for (int i = 0; i < meshColliders.Length; i++)
  87. {
  88. MeshCollider meshCollider = meshColliders[i];
  89. meshCollider.enabled = true;
  90. }
  91. }
  92. public override IEnumerator BreakIenumerator()
  93. {
  94. ShowBlueMatarial();
  95. explodeVel = new Vector3(UnityEngine.Random.Range(-20, 20), UnityEngine.Random.Range(-20, 20), 0);
  96. yield return StartCoroutine(base.BreakIenumerator());
  97. IsBlueGlass = false;
  98. }
  99. }