/// <summary>
        ///  Applies an explosion force to the colliding object.
        /// </summary>
        public void ApplyForce(int power)
        {
            Vector3 position = transform.position;
            float radius = 5f;

            Collider[] colliders = Physics.OverlapSphere(position, radius);
            foreach (Collider hit in colliders)
            {
                navMove move = hit.GetComponent<navMove>();
                if (move != null)
                {
                    move.Stop();
                    hit.GetComponent<NavMeshAgent>().enabled = false;
                    hit.isTrigger = false;
                }
                    
                Rigidbody rb = hit.GetComponent<Rigidbody>();
                if (rb != null)
                    rb.AddExplosionForce(power, position, radius, 100.0F);
            }
        }
Beispiel #2
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        // Token: 0x060006EA RID: 1770 RVA: 0x0002D598 File Offset: 0x0002B998
        public void ApplyForce(int power)
        {
            Vector3 position = base.transform.position;
            float   num      = 5f;

            Collider[] array = Physics.OverlapSphere(position, num);
            foreach (Collider collider in array)
            {
                navMove component = collider.GetComponent <navMove>();
                if (component != null)
                {
                    component.Stop();
                    collider.GetComponent <NavMeshAgent>().enabled = false;
                    collider.isTrigger = false;
                }
                Rigidbody component2 = collider.GetComponent <Rigidbody>();
                if (component2 != null)
                {
                    component2.AddExplosionForce((float)power, position, num, 100f);
                }
            }
        }
Beispiel #3
0
 public void StopAI()
 {
     //when the level is complete or the player dies, the AI should be stoppped
     WaypointScript.Stop();
 }