using UnityEngine;
public static class Rigidbody2DExt {
public static void AddExplosionForce(this Rigidbody2D rb, float explosionForce, Vector2 explosionPosition, float explosionRadius, float upwardsModifier = 0.0F, ForceMode2D mode = ForceMode2D.Force) {
var explosionDir = rb.position - explosionPosition;
var explosionDistance = explosionDir.magnitude;
// Normalize without computing magnitude again
if (upwardsModifier == 0)
explosionDir /= explosionDistance;
else {
// From Rigidbody.AddExplosionForce doc:
// If you pass a non-zero value for the upwardsModifier parameter, the direction
// will be modified by subtracting that value from the Y component of the centre point.
explosionDir.y += upwardsModifier;
explosionDir.Normalize();
}
rb.AddForce(Mathf.Lerp(0, explosionForce, (1 - explosionDistance)) * explosionDir, mode);
}
}