//Add different components to the game objects depending on if they're staying or not
    void AddComponent(GameObject obj, bool stay)
    {
        obj.gameObject.layer = 8;
        obj.AddComponent <BoxCollider>();
        obj.GetComponent <BoxCollider>().size   = new Vector3(obj.GetComponent <BoxCollider>().size.x, 0, obj.GetComponent <BoxCollider>().size.z);
        obj.GetComponent <BoxCollider>().center = new Vector3(obj.GetComponent <BoxCollider>().center.x, 0, obj.GetComponent <BoxCollider>().center.z);
        BoxCollider bcol = obj.AddComponent <BoxCollider>();

        bcol.isTrigger = true;

        if (!stay)
        {
            obj.AddComponent <Rigidbody>();
            obj.GetComponent <Rigidbody>().interpolation = RigidbodyInterpolation.Interpolate;
            obj.GetComponent <Rigidbody>().AddExplosionForce(100, obj.transform.position, 20);
            Destroy(obj, 3f);
        }
        else
        {
            obj.AddComponent <Sliceable>();
            Sliceable temp = obj.GetComponent <Sliceable>();
            temp.SetMaster(this);
            temp.SetGameStarted(true);
            _gm.SetSliceable(temp);
        }
    }
Beispiel #2
0
 //Starts the game and lets the knife and sliceable know
 public void  StartGame()
 {
     _knife.SetGameStarted(true);
     _sliceable.SetGameStarted(true);
 }