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using UnityEngine;
using System.Collections;
using EzySlice;
/**
* An example fun script to show how a shatter operation can be applied to a GameObject
* by repeatedly and randomly slicing an object
*/
public class ShatterExample : MonoBehaviour {
/**
* This function will slice the provided object by the plane defined in this
* GameObject. We use the GameObject this script is attached to define the position
* and direction of our cutting Plane. Results are then returned to the user.
*/
public bool ShatterObject(GameObject obj, int iterations, Material crossSectionMaterial = null) {
if (iterations > 0) {
GameObject[] slices = obj.SliceInstantiate(GetRandomPlane(obj.transform.position, obj.transform.localScale),
new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f),
crossSectionMaterial);
if (slices != null) {
// shatter the shattered!
for (int i = 0; i < slices.Length; i++) {
if (ShatterObject(slices[i], iterations - 1, crossSectionMaterial)) {
// delete the parent
GameObject.DestroyImmediate(slices[i]);
}
}
return true;
}
return ShatterObject(obj, iterations - 1, crossSectionMaterial);
}
return false;
}
/**
* Given an offset position and an offset scale, calculate a random plane
* which can be used to randomly slice an object
*/
public EzySlice.Plane GetRandomPlane(Vector3 positionOffset, Vector3 scaleOffset) {
Vector3 randomPosition = Random.insideUnitSphere;
randomPosition += positionOffset;
Vector3 randomDirection = Random.insideUnitSphere.normalized;
return new EzySlice.Plane(randomPosition, randomDirection);
}
}