﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BreakableObjects : MonoBehaviour
{
    public float Mass = 30;
    public float ForcePercentages = 70;
    public bool disableCollider = false;

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.transform.root.CompareTag("Player"))
        {
            if (gameObject.GetComponent<Rigidbody>() == null)
            {
                CollisionNotifications.OnDamage?.Invoke(0);
                if (Mass > 0)
                {
                    Rigidbody rb = gameObject.AddComponent<Rigidbody>();
                    rb.mass = Mass;
                    rb.AddForce(collision.transform.forward * ((Mass / 100 * ForcePercentages) * 1000));
                    rb.AddExplosionForce(((Mass / 100 * ForcePercentages) * 3000), collision.GetContact(0).point, 10);
                    Destroy(gameObject, 5);
                }
                else
                {
                    if (disableCollider)
                    {
                        GetComponent<Collider>().enabled = false;
                    }
                }

            }

        }

    }
}
