64 lines
2.3 KiB
C#
64 lines
2.3 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 ParticleCollision : MonoBehaviour
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{
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public int subEmmiterId;
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new ParticleSystem particleSystem;
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List<ParticleCollisionEvent> collisionEvents = new List<ParticleCollisionEvent>();
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ParticleSystem.Particle[] particles;
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float lifetime;
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public float particleDistanceCheck = 0.5f;
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public Vector3 offset = new Vector3(0, 0.3f, 0);
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public bool debug = false;
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void Start()
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{
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particleSystem = GetComponent<ParticleSystem>();
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lifetime = particleSystem.main.startLifetime.constant;
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//Debug.Log(lifetime);
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particles = new ParticleSystem.Particle[particleSystem.main.maxParticles];
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}
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void OnParticleCollision(GameObject other)
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{
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int test = (int)(Random.value * 1000);
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int numCollisionEvents = particleSystem.GetCollisionEvents(other, collisionEvents);
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foreach (ParticleCollisionEvent coll in collisionEvents)
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{
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if (coll.intersection != Vector3.zero)
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{
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int numParticlesAlive = particleSystem.GetParticles(particles);
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// Check only the particles that are alive
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for (int i = 0; i < numParticlesAlive; i++)
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{
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if (particles[i].startLifetime == lifetime)
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{
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//Debug.Log(test + " collision particle " + i + " " + Vector3.Magnitude(transform.TransformPoint(particles[i].position) - coll.intersection));
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if (Vector3.Magnitude(transform.TransformPoint(particles[i].position) - coll.intersection) < particleDistanceCheck)
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{
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if (debug)
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Debug.Log("collision particle " + i + " " + particles[i].startLifetime);
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particles[i].startLifetime = particles[i].startLifetime - 0.01f;
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particleSystem.SetParticles(particles);
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particles[i].position += offset;
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particleSystem.TriggerSubEmitter(subEmmiterId, ref particles[i]);
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break;
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}
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}
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}
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}
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}
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}
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}
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