public Explosion(float force, Vector3 position, float radius, float michaelBay)
    {
        // Récupérer les colliders à proximité
        Collider[] colliders = Physics.OverlapSphere(position, radius);

        // Regarde pour trouver les objets physiques
        foreach (Collider item in colliders)
        {
            //Regarder pour le ragdoll
            Ragdoll ragdoll = item.GetComponentInParent <Ragdoll>();

            if (ragdoll != null)
            {
                ragdoll.Die();
            }
            Rigidbody rb = item.GetComponent <Rigidbody>();

            if (rb != null)
            {
                // leur donner une vélocité

                rb.AddExplosionForce(force, position, radius, michaelBay, ForceMode.Impulse);
            }
        }
    }
Beispiel #2
0
    public void KillPlayer()
    {
        canDie             = false;
        jump.enabled       = false;
        jumpMobile.enabled = false;
        trail.SetActive(false);
        dead = true;
        asource.Play();
        //horizontalMovement.enabled = false;
        //horizontalMovementMobile.enabled = false;
        //forwardMovement.enabled = false;
        movement.enabled   = false;
        movement_M.enabled = false;

        scooter_rb.isKinematic = false; scooter_rb.useGravity = true;
        //forwardMovement.speed = 0;
        cam.enabled = false;
        rag.Die();
    }