using System;
using UnityEngine;
using Random = UnityEngine.Random;
namespace DestroyIt
{
///
/// Put this script on a game object in your scene, and it will destroy Destructible object when you press the associated key.
///
public class DestroyOnKeypress : MonoBehaviour
{
public float force = 500f;
public float radius = 10f;
public float upwardModifier = -1;
public ObjectToDestroy[] objectsToDestroy;
void Update()
{
// Look for keys that may have been pressed.
for (int i = 0; i < objectsToDestroy.Length; i++)
{
if (string.IsNullOrEmpty(objectsToDestroy[i].key)) continue;
// Get the keycode for each keypress we want to look for
KeyCode key = (KeyCode)Enum.Parse(typeof(KeyCode), objectsToDestroy[i].key.ToUpper());
// If the keypress matches the keycode configured, try to destroy the destructible objects assigned to it
if (Input.GetKeyUp(key))
{
// For each destructible object assigned to this keycode...
Destructible[] destObjs = objectsToDestroy[i].destructibles;
for (int j = 0; j < destObjs.Length; j++)
{
if (destObjs[j] == null) continue;
// If there is a collider on the destructible object, capture the tallest point on the collider. We'll use it to apply force so the object won't be stationary once destroyed.
Collider coll = destObjs[j].GetComponentInChildren();
if (coll != null)
{
Vector3 pos = destObjs[j].transform.position;
Vector3 tallestPoint = coll.ClosestPoint(new Vector3(pos.x, pos.y+5000f, pos.z));
// Apply the force to a random offset spot around the tallest point of the collider. This will make it so the force is a little unpredictable.
float randomX = Random.Range(1, 4);
if (Random.Range(0, 2) == 1) randomX *= -1;
float randomZ = Random.Range(1, 4);
if (Random.Range(0, 2) == 1) randomZ *= -1;
Vector3 forcePoint = new Vector3(tallestPoint.x + randomX, tallestPoint.y, tallestPoint.z + randomZ);
// Apply the damage, with random force added
destObjs[j].ApplyDamage(new ExplosiveDamage {
BlastForce = force, DamageAmount = destObjs[j].CurrentHitPoints + 1,
Position = forcePoint, Radius = radius, UpwardModifier = upwardModifier
});
}
else // If there is no collider on the Destructible object, just destroy it
destObjs[j].Destroy();
}
}
}
}
}
[Serializable]
public class ObjectToDestroy
{
public string key;
public Destructible[] destructibles;
}
}