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SliceObject.cs
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SliceObject.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using EzySlice;
using UnityEngine.InputSystem;
public class SliceObject : MonoBehaviour
{
public Transform startSlicePoint;
public Transform EndSlicePoint;
public VelocityEstimator velocityEstimator;
public LayerMask sliceableLayer;
public Material crossSectionMaterial;
public float cutForce = 2000;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void FixedUpdate()
{
bool hasHit = Physics.Linecast(startSlicePoint.position, EndSlicePoint.position, out RaycastHit hit, sliceableLayer);
if (hasHit)
{
GameObject target = hit.transform.gameObject;
Slice(target);
}
}
public void Slice(GameObject target)
{
Vector3 velocity = velocityEstimator.GetVelocityEstimate();
Vector3 planeNormal = Vector3.Cross(EndSlicePoint.position - startSlicePoint.position, velocity);
planeNormal.Normalize();
SlicedHull hull = target.Slice(EndSlicePoint.position, planeNormal);
if (hull != null)
{
GameObject upperHull = hull.CreateUpperHull(target, crossSectionMaterial);
SetupSlicedComponent(upperHull);
GameObject lowerHull = hull.CreateLowerHull(target, crossSectionMaterial);
SetupSlicedComponent(lowerHull);
Destroy(target);
}
}
public void SetupSlicedComponent(GameObject slicedObject)
{
Rigidbody rb = slicedObject.AddComponent<Rigidbody>();
MeshCollider collider = slicedObject.AddComponent<MeshCollider>();
collider.convex = true;
rb.AddExplosionForce(cutForce, slicedObject.transform.position, 1);
}
}