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263
Assets/SteamVR/InteractionSystem/Longbow/Scripts/Arrow.cs
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263
Assets/SteamVR/InteractionSystem/Longbow/Scripts/Arrow.cs
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: The arrow for the longbow
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//
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//=============================================================================
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using UnityEngine;
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using System.Collections;
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namespace Valve.VR.InteractionSystem
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{
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//-------------------------------------------------------------------------
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public class Arrow : MonoBehaviour
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{
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public ParticleSystem glintParticle;
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public Rigidbody arrowHeadRB;
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public Rigidbody shaftRB;
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public PhysicMaterial targetPhysMaterial;
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private Vector3 prevPosition;
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private Quaternion prevRotation;
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private Vector3 prevVelocity;
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private Vector3 prevHeadPosition;
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public SoundPlayOneshot fireReleaseSound;
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public SoundPlayOneshot airReleaseSound;
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public SoundPlayOneshot hitTargetSound;
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public PlaySound hitGroundSound;
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private bool inFlight;
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private bool released;
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private bool hasSpreadFire = false;
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private int travelledFrames = 0;
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private GameObject scaleParentObject = null;
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//-------------------------------------------------
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void Start()
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{
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Physics.IgnoreCollision( shaftRB.GetComponent<Collider>(), Player.instance.headCollider );
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}
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//-------------------------------------------------
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void FixedUpdate()
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{
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if ( released && inFlight )
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{
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prevPosition = transform.position;
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prevRotation = transform.rotation;
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prevVelocity = GetComponent<Rigidbody>().velocity;
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prevHeadPosition = arrowHeadRB.transform.position;
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travelledFrames++;
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}
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}
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//-------------------------------------------------
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public void ArrowReleased( float inputVelocity )
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{
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inFlight = true;
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released = true;
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airReleaseSound.Play();
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if ( glintParticle != null )
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{
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glintParticle.Play();
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}
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if ( gameObject.GetComponentInChildren<FireSource>().isBurning )
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{
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fireReleaseSound.Play();
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}
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// Check if arrow is shot inside or too close to an object
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RaycastHit[] hits = Physics.SphereCastAll( transform.position, 0.01f, transform.forward, 0.80f, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore );
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foreach ( RaycastHit hit in hits )
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{
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if ( hit.collider.gameObject != gameObject && hit.collider.gameObject != arrowHeadRB.gameObject && hit.collider != Player.instance.headCollider )
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{
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Destroy( gameObject );
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return;
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}
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}
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travelledFrames = 0;
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prevPosition = transform.position;
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prevRotation = transform.rotation;
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prevHeadPosition = arrowHeadRB.transform.position;
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prevVelocity = GetComponent<Rigidbody>().velocity;
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Destroy( gameObject, 30 );
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}
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//-------------------------------------------------
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void OnCollisionEnter( Collision collision )
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{
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if ( inFlight )
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{
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Rigidbody rb = GetComponent<Rigidbody>();
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float rbSpeed = rb.velocity.sqrMagnitude;
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bool canStick = ( targetPhysMaterial != null && collision.collider.sharedMaterial == targetPhysMaterial && rbSpeed > 0.2f );
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bool hitBalloon = collision.collider.gameObject.GetComponent<Balloon>() != null;
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if ( travelledFrames < 2 && !canStick )
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{
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// Reset transform but halve your velocity
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transform.position = prevPosition - prevVelocity * Time.deltaTime;
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transform.rotation = prevRotation;
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Vector3 reflfectDir = Vector3.Reflect( arrowHeadRB.velocity, collision.contacts[0].normal );
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arrowHeadRB.velocity = reflfectDir * 0.25f;
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shaftRB.velocity = reflfectDir * 0.25f;
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travelledFrames = 0;
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return;
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}
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if ( glintParticle != null )
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{
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glintParticle.Stop( true );
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}
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// Only play hit sounds if we're moving quickly
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if ( rbSpeed > 0.1f )
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{
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hitGroundSound.Play();
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}
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FireSource arrowFire = gameObject.GetComponentInChildren<FireSource>();
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FireSource fireSourceOnTarget = collision.collider.GetComponentInParent<FireSource>();
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if ( arrowFire != null && arrowFire.isBurning && ( fireSourceOnTarget != null ) )
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{
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if ( !hasSpreadFire )
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{
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collision.collider.gameObject.SendMessageUpwards( "FireExposure", gameObject, SendMessageOptions.DontRequireReceiver );
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hasSpreadFire = true;
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}
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}
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else
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{
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// Only count collisions with good speed so that arrows on the ground can't deal damage
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// always pop balloons
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if ( rbSpeed > 0.1f || hitBalloon )
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{
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collision.collider.gameObject.SendMessageUpwards( "ApplyDamage", SendMessageOptions.DontRequireReceiver );
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gameObject.SendMessage( "HasAppliedDamage", SendMessageOptions.DontRequireReceiver );
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}
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}
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if ( hitBalloon )
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{
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// Revert my physics properties cause I don't want balloons to influence my travel
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transform.position = prevPosition;
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transform.rotation = prevRotation;
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arrowHeadRB.velocity = prevVelocity;
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Physics.IgnoreCollision( arrowHeadRB.GetComponent<Collider>(), collision.collider );
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Physics.IgnoreCollision( shaftRB.GetComponent<Collider>(), collision.collider );
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}
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if ( canStick )
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{
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StickInTarget( collision, travelledFrames < 2 );
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}
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// Player Collision Check (self hit)
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if ( Player.instance && collision.collider == Player.instance.headCollider )
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{
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Player.instance.PlayerShotSelf();
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}
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}
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}
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//-------------------------------------------------
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private void StickInTarget( Collision collision, bool bSkipRayCast )
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{
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Vector3 prevForward = prevRotation * Vector3.forward;
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// Only stick in target if the collider is front of the arrow head
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if ( !bSkipRayCast )
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{
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RaycastHit[] hitInfo;
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hitInfo = Physics.RaycastAll( prevHeadPosition - prevVelocity * Time.deltaTime, prevForward, prevVelocity.magnitude * Time.deltaTime * 2.0f );
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bool properHit = false;
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for ( int i = 0; i < hitInfo.Length; ++i )
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{
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RaycastHit hit = hitInfo[i];
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if ( hit.collider == collision.collider )
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{
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properHit = true;
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break;
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}
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}
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if ( !properHit )
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{
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return;
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}
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}
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Destroy( glintParticle );
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inFlight = false;
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shaftRB.velocity = Vector3.zero;
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shaftRB.angularVelocity = Vector3.zero;
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shaftRB.isKinematic = true;
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shaftRB.useGravity = false;
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shaftRB.transform.GetComponent<BoxCollider>().enabled = false;
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arrowHeadRB.velocity = Vector3.zero;
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arrowHeadRB.angularVelocity = Vector3.zero;
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arrowHeadRB.isKinematic = true;
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arrowHeadRB.useGravity = false;
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arrowHeadRB.transform.GetComponent<BoxCollider>().enabled = false;
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hitTargetSound.Play();
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// If the hit item has a parent, dock an empty object to that
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// this fixes an issue with scaling hierarchy. I suspect this is not sustainable for a large object / scaling hierarchy.
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scaleParentObject = new GameObject( "Arrow Scale Parent" );
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Transform parentTransform = collision.collider.transform;
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// Don't do this for weebles because of how it has a fixed joint
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ExplosionWobble wobble = collision.collider.gameObject.GetComponent<ExplosionWobble>();
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if ( !wobble )
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{
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if ( parentTransform.parent )
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{
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parentTransform = parentTransform.parent;
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}
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}
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scaleParentObject.transform.parent = parentTransform;
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// Move the arrow to the place on the target collider we were expecting to hit prior to the impact itself knocking it around
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transform.parent = scaleParentObject.transform;
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transform.rotation = prevRotation;
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transform.position = prevPosition;
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transform.position = collision.contacts[0].point - transform.forward * ( 0.75f - ( Util.RemapNumberClamped( prevVelocity.magnitude, 0f, 10f, 0.0f, 0.1f ) + Random.Range( 0.0f, 0.05f ) ) );
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}
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//-------------------------------------------------
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void OnDestroy()
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{
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if ( scaleParentObject != null )
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{
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Destroy( scaleParentObject );
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}
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}
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}
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}
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