sdraw_mods_cvr/ml_prm/RagdollBodypartHandler.cs
2026-04-18 22:42:47 +03:00

292 lines
11 KiB
C#

using ABI.CCK.Components;
using ABI_RC.Core;
using ABI_RC.Core.Player;
using ABI_RC.Systems.Movement;
using NAK.Contacts;
using System.Collections.Generic;
using UnityEngine;
namespace ml_prm
{
[DisallowMultipleComponent]
class RagdollBodypartHandler : MonoBehaviour
{
const string c_ragdollPointerType = "ragdoll";
const string c_grabPointerType = "grab";
bool m_ready = false;
Rigidbody m_rigidBody = null;
public Collider collider { get; set; } = null;
ContactReceiver m_contactReciever = null;
PhysicsInfluencer m_physicsInfluencer = null;
public bool UseBuoyancy { get; set; } = false;
bool m_attached = false;
Transform m_attachTransform = null;
ContactSender m_attachedSender = null;
FixedJoint m_attachJoint = null;
static List<ContactSender> ms_attachedSenders = new List<ContactSender>();
// Unity events
void Awake()
{
collider = this.GetComponent<Collider>();
m_rigidBody = this.GetComponent<Rigidbody>();
if(m_rigidBody != null)
{
m_rigidBody.isKinematic = false;
m_rigidBody.detectCollisions = true;
m_rigidBody.useGravity = false;
m_rigidBody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
}
if(collider != null)
{
RemoveGameCollision();
var l_constactShape = ContactConversion.FromCollider(collider, true);
m_contactReciever = this.gameObject.AddComponent<ContactReceiver>();
m_contactReciever.shapeType = l_constactShape.shapeType;
m_contactReciever.localPosition = l_constactShape.localPosition;
m_contactReciever.localRotation = l_constactShape.localRotation;
m_contactReciever.radius = l_constactShape.radius;
m_contactReciever.height = l_constactShape.height;
m_contactReciever.boxSize = l_constactShape.boxSize;
m_contactReciever.collisionTags = new string[] { c_ragdollPointerType, c_grabPointerType };
m_contactReciever.receiverType = ReceiverType.Constant;
m_contactReciever.contentTypes = ContentType.World | ContentType.Avatar | ContentType.Prop;
m_contactReciever.SourceContentType = ContentType.Player;
m_contactReciever.contactValue = 1f;
m_contactReciever.drawGizmos = false;
m_contactReciever.OnContactEnter += this.OnContactEnter;
}
}
void Start()
{
if((m_rigidBody != null) && (collider != null))
{
m_physicsInfluencer = this.gameObject.AddComponent<PhysicsInfluencer>();
m_physicsInfluencer.fluidDrag = 3f;
m_physicsInfluencer.fluidAngularDrag = 1f;
m_physicsInfluencer.enableInfluence = true;
m_physicsInfluencer.enableLocalGravity = true;
m_physicsInfluencer.enableBuoyancy = true;
m_physicsInfluencer.forceAlignUpright = false;
float l_mass = m_rigidBody.mass;
m_physicsInfluencer.UpdateDensity();
m_rigidBody.mass = l_mass;
m_physicsInfluencer.volume = l_mass * 0.005f;
this.gameObject.name = string.Format("{0} [NoGizmo]", this.gameObject.name);
}
}
void OnDestroy()
{
Detach();
}
void Update()
{
if(m_attached && ((m_attachedSender == null) || !m_attachedSender.isActiveAndEnabled))
Detach();
}
void OnCollisionEnter(Collision p_col)
{
if(Settings.ImpactSounds && m_ready && !m_rigidBody.isKinematic && (p_col.gameObject.layer != CVRLayers.PlayerClone))
{
if(p_col.impulse.magnitude > 5f)
SoundManager.Instance.PlaySound(SoundManager.ImpactType.Soft);
}
}
void OnContactEnter(ContactCollisionInfo p_col)
{
if(m_ready && (RagdollController.Instance != null) && ContactManager.Exists)
{
ContactSender l_sender = ContactManager.Instance.GetSenderById(p_col.senderContactId);
if((l_sender != null) && (l_sender.collisionTags != null))
{
foreach(string l_tag in l_sender.collisionTags)
{
switch(l_tag)
{
case c_ragdollPointerType:
{
if(Settings.PointersReaction && !RagdollController.Instance.IsRagdolled() && RestrictionsCheck(l_sender.transform.root))
RagdollController.Instance.Ragdoll();
}
break;
case c_grabPointerType:
{
if(!m_attached && RagdollController.Instance.IsRagdolled() && RestrictionsCheck(l_sender.transform.root))
Attach(l_sender);
}
break;
}
}
}
}
}
// Arbitrary
public bool IsReady() => ((m_rigidBody != null) && (collider != null) && (m_physicsInfluencer != null) && m_physicsInfluencer.IsReady());
public void SetColliderMaterial(PhysicMaterial p_material)
{
if(collider != null)
{
collider.sharedMaterial = p_material;
collider.material = p_material;
}
}
public void SetAsKinematic(bool p_state)
{
if(m_rigidBody != null)
{
m_rigidBody.isKinematic = p_state;
m_rigidBody.collisionDetectionMode = (p_state ? CollisionDetectionMode.Discrete : CollisionDetectionMode.ContinuousDynamic);
}
if(collider != null)
collider.isTrigger = p_state;
if(m_physicsInfluencer != null)
m_physicsInfluencer.enabled = !p_state;
}
public void SetVelocity(Vector3 p_vec)
{
if(m_rigidBody != null)
m_rigidBody.velocity = p_vec;
}
public void SetAngularVelocity(Vector3 p_vec)
{
if(m_rigidBody != null)
m_rigidBody.angularVelocity = p_vec;
}
public void SetActiveGravity(bool p_state)
{
if(m_physicsInfluencer != null)
m_physicsInfluencer.gravityFactor = (p_state ? 1f : 0f);
}
public void SetDrag(float p_value)
{
if(m_rigidBody != null)
{
m_rigidBody.drag = p_value;
m_rigidBody.WakeUp();
}
if(m_physicsInfluencer != null)
m_physicsInfluencer.airDrag = p_value;
}
public void SetAngularDrag(float p_value)
{
if(m_rigidBody != null)
{
m_rigidBody.angularDrag = p_value;
m_rigidBody.WakeUp();
}
if(m_physicsInfluencer != null)
m_physicsInfluencer.airAngularDrag = p_value;
}
public void SetBuoyancy(bool p_state)
{
if(m_physicsInfluencer != null)
m_physicsInfluencer.enableBuoyancy = (UseBuoyancy && p_state);
}
public void ClearFluidVolumes()
{
if(m_physicsInfluencer != null)
m_physicsInfluencer.ClearFluidVolumes();
}
internal void RemovePhysicsController()
{
if(this.gameObject.TryGetComponent<CVRSharedPhysicsController>(out var l_controller))
{
Object.Destroy(l_controller); // Yeet!
m_ready = true;
}
if(collider != null)
RemoveGameCollision();
}
void Attach(ContactSender p_sender)
{
if(!m_attached && (collider != null) && (m_rigidBody != null) && !ms_attachedSenders.Contains(p_sender))
{
m_attachedSender = p_sender;
GameObject l_attachPoint = new GameObject("[AttachPoint]");
l_attachPoint.layer = CVRLayers.Default;
m_attachTransform = l_attachPoint.transform;
m_attachTransform.parent = p_sender.transform;
Rigidbody l_body = l_attachPoint.AddComponent<Rigidbody>();
l_body.isKinematic = true;
l_body.detectCollisions = false;
m_attachJoint = this.gameObject.AddComponent<FixedJoint>();
m_attachJoint.connectedBody = l_body;
m_attachJoint.breakForce = Mathf.Infinity;
m_attachJoint.breakTorque = Mathf.Infinity;
ms_attachedSenders.Add(p_sender);
m_attached = true;
}
}
public void Detach()
{
if(m_attached)
{
if(m_attachTransform != null)
Object.Destroy(m_attachTransform.gameObject);
m_attachTransform = null;
if(m_attachJoint != null)
Object.Destroy(m_attachJoint);
m_attachJoint = null;
if(!ReferenceEquals(m_attachedSender, null))
ms_attachedSenders.Remove(m_attachedSender);
m_attachedSender = null;
m_attached = false;
}
}
void RemoveGameCollision()
{
Physics.IgnoreCollision(collider, BetterBetterCharacterController.Instance.Collider, true);
Physics.IgnoreCollision(collider, BetterBetterCharacterController.Instance.KinematicTriggerProxy.Collider, true);
Physics.IgnoreCollision(collider, BetterBetterCharacterController.Instance.NonKinematicProxy.Collider, true);
Physics.IgnoreCollision(collider, BetterBetterCharacterController.Instance.SphereProxy.Collider, true);
BetterBetterCharacterController.Instance.IgnoreCollision(collider);
}
internal void RestoreContact()
{
if((m_contactReciever != null) && ContactManager.Exists)
ContactManager.Instance.RestoreContact(m_contactReciever, m_contactReciever.isActiveAndEnabled);
}
static bool RestrictionsCheck(Transform p_transform) => (p_transform != PlayerSetup.Instance.transform);
}
}