Beispiel #1
0
        /// <summary>
        /// OnCollisionEnter is called when this collider/rigidbody has begun
        /// touching another rigidbody/collider.
        /// </summary>
        /// <param name="other">The Collision data associated with this collision.</param>
        void OnCollisionEnter(Collision other)
        {
            MatrixCollider matrix = other.gameObject.GetComponentInChildren <MatrixCollider>();

            if (matrix != null)
            {
                bullet.HitMatrix(matrix.matrix);

                return;
            }
        }
Beispiel #2
0
        /// <summary>
        /// OnCollisionStay is called once per frame for every collider/rigidbody
        /// that is touching rigidbody/collider.
        /// </summary>
        /// <param name="other">The Collision data associated with this collision.</param>
        void OnCollisionStay(Collision other)
        {
            MatrixCollider matrix = other.gameObject.GetComponentInChildren <MatrixCollider>();

            if (matrix != null)
            {
                bullet.HitMatrix(matrix.matrix);
                return;
            }
            GamePlay.Obstacle obstacle = other.collider.gameObject.GetComponentInChildren <Obstacle>();
            if (obstacle != null)
            {
                endPos = other.contacts[0].point;
                bullet.HitObstacle(obstacle);
                hitObstacle = obstacle;
            }
        }
Beispiel #3
0
        void OnCollisionEnter(Collision other)
        {
            GamePlayerData gamePlayerData = other.gameObject.GetComponent <GamePlayerData>();

            if (gamePlayerData != null)
            {
                gamePlayerData.
                gamePlayer.
                rayLine.
                GetDamageFromBullet(
                    bullet
                    );
                return;
            }
//            Debug.Log(other.gameObject.name);
            MatrixCollider matrixCollider = other.gameObject.GetComponentInChildren <MatrixCollider>();

            if (matrixCollider != null)
            {
                matrixCollider.matrix.Hitted(this.bullet);
            }
        }