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106
Assets/Scripts/Systems/Actor/ActorDeathSystem.cs
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106
Assets/Scripts/Systems/Actor/ActorDeathSystem.cs
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using Events;
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using System;
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using Unity.Entities;
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using UnityEngine;
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using UnityEngine.Experimental.U2D.IK;
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using Zenject;
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using Object = UnityEngine.Object;
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namespace DefaultNamespace
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{
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/// <summary>
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/// Overrides <see cref="EntityDeathSystem"/> and does fancy animations if specified.
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/// </summary>
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[UpdateInGroup(typeof(LateSimulationSystemGroup)), UpdateBefore(typeof(EntityDeathSystem))]
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public class ActorDeathSystem : InjectableComponentSystem
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{
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[Serializable]
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public class Settings
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{
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public string CorpseLayer;
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public float DeathForce;
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public PhysicsMaterial2D PhysicsMaterial;
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}
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[Inject] private readonly Settings settings;
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protected override void OnSystemUpdate()
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{
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Entities.WithAllReadOnly<EntityDeathEvent>()
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.ForEach(
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(Entity entity, ref ActorData actor, ref Rotation2D rotation) =>
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{
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if (EntityManager.TryGetComponentObject(entity, out Transform transform))
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{
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if (EntityManager.TryGetComponentData(entity, out ActorDeathAnimationData deathAnimationData))
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{
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if (deathAnimationData.Time > 0)
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{
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AnimateDeath(entity, transform, ref actor, ref rotation);
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Object.Destroy(transform.gameObject, deathAnimationData.Time);
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}
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else if (deathAnimationData.Time == 0)
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{
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Object.Destroy(transform.gameObject);
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}
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}
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else
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{
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Object.Destroy(transform.gameObject);
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}
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}
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PostUpdateCommands.DestroyEntity(entity);
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});
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}
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private void AnimateDeath(Entity entity, Transform transform, ref ActorData actor, ref Rotation2D rotation)
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{
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var axis = Mathf.Sign(actor.Aim.x);
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var dir = Vector2.right * rotation.Axis;
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var force = settings.DeathForce;
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if (EntityManager.TryGetComponentData<ActorDeathData>(entity, out var deathData))
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{
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axis = Mathf.Sign(-deathData.Direction.x);
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dir = deathData.Direction;
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force *= deathData.Force;
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}
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if (EntityManager.TryGetComponentObject(entity, out Animator animator))
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{
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animator.SetInteger("Dead", axis != Mathf.Sign(rotation.Axis) ? -1 : 1);
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var weaponLayer = animator.GetLayerIndex("Weapon");
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if (weaponLayer >= 0)
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{
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animator.SetLayerWeight(weaponLayer, 0);
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}
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}
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var colliders = transform.GetComponentsInChildren<Collider2D>();
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foreach (var col in colliders)
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{
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col.gameObject.layer = LayerMask.NameToLayer(settings.CorpseLayer);
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col.sharedMaterial = settings.PhysicsMaterial;
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}
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if (EntityManager.TryGetComponentObject<Rigidbody2D>(entity, out var rigidBody))
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{
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rigidBody.AddForce(dir * force, ForceMode2D.Impulse);
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rigidBody.sharedMaterial = settings.PhysicsMaterial;
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}
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if (EntityManager.TryGetComponentObject<ActorBodyParts>(entity, out var bodyParts))
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{
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if (bodyParts.WeaponContainer != null)
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{
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Object.Destroy(bodyParts.WeaponContainer.gameObject);
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}
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}
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if (EntityManager.TryGetComponentObject<IKManager2D>(entity, out var ikManager))
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{
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ikManager.enabled = true;
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}
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}
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}
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}
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