using System.Collections;
using UnityEngine;
namespace NewHorizons.Components
{
///
/// properly add physics to a detail
///
public class AddPhysics : MonoBehaviour
{
public Sector Sector;
public float Mass;
public float Radius;
private IEnumerator Start()
{
yield return new WaitForSeconds(.1f);
var parentBody = GetComponentInParent();
// hack: make all mesh colliders convex
// triggers are already convex
// prints errors for non readable meshes but whatever
foreach (var meshCollider in GetComponentsInChildren(true))
meshCollider.convex = true;
var bodyGo = new GameObject($"{name}_Body");
bodyGo.SetActive(false);
bodyGo.transform.position = transform.position;
bodyGo.transform.rotation = transform.rotation;
var owRigidbody = bodyGo.AddComponent();
owRigidbody._simulateInSector = Sector;
bodyGo.layer = LayerMask.NameToLayer("PhysicalDetector");
bodyGo.tag = "DynamicPropDetector";
// this collider is not included in groups. oh well
bodyGo.AddComponent().radius = Radius;
bodyGo.AddComponent();
bodyGo.AddComponent();
bodyGo.SetActive(true);
transform.parent = bodyGo.transform;
owRigidbody.SetMass(Mass);
owRigidbody.SetVelocity(parentBody.GetPointVelocity(transform.position));
Destroy(this);
}
}
}